Colin McMillen
93a5d477bb
Saved for posterity here, approximately: https://twitter.com/mcmillen/status/1227326054949408768 GitOrigin-RevId: e960dad1d9241c08dbf1292c6856311d4ebd7a85
283 lines
9.9 KiB
C#
283 lines
9.9 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public class SneakGame : Game {
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const int TARGET_FPS = 60;
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const double TARGET_FRAME_TIME = 1.0 / TARGET_FPS;
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readonly GraphicsDeviceManager graphics;
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RenderTarget2D sceneTarget;
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RenderTarget2D lightingTarget;
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BasicEffect lightingEffect;
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SpriteBatch spriteBatch;
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SpriteFont font;
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bool fullScreen = false;
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bool paused = false;
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IDisplay display;
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readonly History<Input> input = new History<Input>(2);
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readonly FpsCounter fpsCounter = new FpsCounter();
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readonly Timer updateTimer = new Timer(TARGET_FRAME_TIME / 2.0, "UpdateTimer");
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readonly Timer drawTimer = new Timer(TARGET_FRAME_TIME / 2.0, "DrawTimer");
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// Draw() needs to be called without IsRunningSlowly this many times before we actually
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// attempt to draw the scene. This is a workaround for the fact that otherwise the first few
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// frames can be really slow to draw.
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int framesToSuppress = 2;
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Texture2D grasslandBg1;
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Texture2D grasslandBg2;
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Player player;
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World world;
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readonly Camera camera = new Camera();
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public SneakGame() {
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graphics = new GraphicsDeviceManager(this) {
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SynchronizeWithVerticalRetrace = true,
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GraphicsProfile = GraphicsProfile.HiDef
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};
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IsFixedTimeStep = true;
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TargetElapsedTime = TimeSpan.FromSeconds(TARGET_FRAME_TIME);
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IsMouseVisible = true;
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Content.RootDirectory = "Content";
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}
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// Performs initialization that's needed before starting to run.
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protected override void Initialize() {
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display = (IDisplay) Services.GetService(typeof(IDisplay));
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display.Initialize(Window, graphics);
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display.SetFullScreen(fullScreen);
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Debug.Initialize(GraphicsDevice);
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sceneTarget = new RenderTarget2D(
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GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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lightingTarget = new RenderTarget2D(
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GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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lightingEffect = new BasicEffect(GraphicsDevice);
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lightingEffect.World = Matrix.CreateTranslation(0, 0, 0);
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lightingEffect.View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up);
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lightingEffect.VertexColorEnabled = true;
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RasterizerState rasterizerState = new RasterizerState() {
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CullMode = CullMode.None
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};
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GraphicsDevice.RasterizerState = rasterizerState;
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base.Initialize();
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}
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// Called once per game. Loads all game content.
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protected override void LoadContent() {
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("font");
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player = new Player(Content.Load<Texture2D>("Ninja_Female"));
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world = new World(Content.Load<Texture2D>("grassland"), Levels.ONE_ONE);
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grasslandBg1 = Content.Load<Texture2D>("grassland_bg1");
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grasslandBg2 = Content.Load<Texture2D>("grassland_bg2");
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}
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// Called once per game. Unloads all game content.
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protected override void UnloadContent() {
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updateTimer.DumpStats();
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drawTimer.DumpStats();
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}
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// Updates the game world.
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protected override void Update(GameTime gameTime) {
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updateTimer.Start();
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input.Add(new Input(GamePad.GetState(PlayerIndex.One), Keyboard.GetState()));
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if (input[0].Exit) {
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Exit();
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}
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if (input[0].Pause && !input[1].Pause) {
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paused = !paused;
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}
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if (input[0].FullScreen && !input[1].FullScreen) {
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fullScreen = !fullScreen;
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display.SetFullScreen(fullScreen);
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}
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Debug.Clear(paused);
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if (input[0].Debug && !input[1].Debug) {
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Debug.Enabled = !Debug.Enabled;
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}
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if (!paused) {
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float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
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Clock.AddModelTime(modelTime);
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player.Update(modelTime, input, world.CollisionTargets);
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camera.Update(player.Position, world.Width);
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}
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base.Update(gameTime);
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updateTimer.Stop();
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}
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// Called when the game should draw itself.
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protected override void Draw(GameTime gameTime) {
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drawTimer.Start();
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if (framesToSuppress > 0 && !gameTime.IsRunningSlowly) {
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framesToSuppress--;
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}
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// We need to update the FPS counter in Draw() since Update() might get called more
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// frequently, especially when gameTime.IsRunningSlowly.
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fpsCounter.Update();
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string fpsText = $"{GraphicsDevice.Viewport.Width}x{GraphicsDevice.Viewport.Height}, " +
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$"{fpsCounter.Fps} FPS";
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if (paused) {
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fpsText += " (paused)";
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}
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Debug.SetFpsText(fpsText);
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// Draw scene to sceneTarget.
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GraphicsDevice.SetRenderTarget(sceneTarget);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
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// Draw background.
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Rectangle bgSource = new Rectangle(
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(int) (camera.Left * 0.25), 0, camera.Width, camera.Height);
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Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
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spriteBatch.Draw(grasslandBg2, bgTarget, bgSource, Color.White);
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bgSource = new Rectangle(
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(int) (camera.Left * 0.5), 0, camera.Width, camera.Height);
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spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White);
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spriteBatch.End();
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// Set up transformation matrix for drawing world objects.
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Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
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spriteBatch.Begin(
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SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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// Draw player.
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player.Draw(spriteBatch);
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// Draw foreground tiles.
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world.Draw(spriteBatch);
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// Draw debug rects & lines.
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Debug.Draw(spriteBatch);
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// Aaaaand we're done.
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spriteBatch.End();
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// Draw lighting to lightingTarget.
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GraphicsDevice.SetRenderTarget(lightingTarget);
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GraphicsDevice.Clear(new Color(0, 0, 0, 0f));
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lightingEffect.Projection = camera.Projection;
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DrawFov();
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// Draw sceneTarget to screen.
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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if (framesToSuppress == 0) {
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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Rectangle drawRect = new Rectangle(
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0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
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spriteBatch.Draw(sceneTarget, drawRect, Color.White);
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spriteBatch.Draw(lightingTarget, drawRect, Color.White);
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// Draw debug toasts.
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Debug.DrawToasts(spriteBatch, font);
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spriteBatch.End();
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}
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base.Draw(gameTime);
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drawTimer.Stop();
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}
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private void DrawFov() {
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// TODO: DrawIndexedPrimitives
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
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Vector2 eyePos = player.EyePosition;
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int numConePoints = 60;
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// TODO: don't new[] every frame.
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VertexPositionColor[] conePoints = new VertexPositionColor[numConePoints];
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float visionRange = 150;
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float visionRangeSq = visionRange * visionRange;
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float fov = FMath.DegToRad(120);
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float fovStep = fov / (numConePoints - 1);
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Vector2 ray = new Vector2(visionRange * player.GetFacing, 0);
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if (player.GetPose == Player.Pose.Stretching) {
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ray = ray.Rotate(player.GetFacing * FMath.DegToRad(-30));
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}
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if (player.GetPose == Player.Pose.Crouching) {
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ray = ray.Rotate(player.GetFacing * FMath.DegToRad(30));
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}
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for (int i = 0; i < conePoints.Length; i++) {
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float angle = -fov / 2 + fovStep * i;
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Vector2 rotated = ray.Rotate(angle);
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Vector2 closestHit = Vector2.Add(eyePos, rotated);
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float hitTime = 1f;
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Vector2 halfTileSize = new Vector2(World.TileSize / 2.0f, World.TileSize / 2.0f);
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for (int j = 0; j < world.CollisionTargets.Length; j++) {
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AABB box = world.CollisionTargets[j];
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if (Math.Abs(box.Position.X - player.Position.X) > visionRange + halfTileSize.X) {
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continue;
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}
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Vector2 delta = Vector2.Add(halfTileSize, Vector2.Subtract(box.Position, eyePos));
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if (delta.LengthSquared() > visionRangeSq) {
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continue;
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}
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Hit? maybeHit = box.IntersectSegment(eyePos, rotated);
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if (maybeHit != null) {
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Hit hit = maybeHit.Value;
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if (hit.Time < hitTime) {
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hitTime = hit.Time;
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closestHit = hit.Position;
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}
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}
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}
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float tint = 0.6f - hitTime / 2;
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Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint));
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conePoints[i] = new VertexPositionColor(new Vector3(closestHit, 0), tinted);
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}
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// TODO: don't new[] every frame.
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VertexPositionColor[] vertices = new VertexPositionColor[numConePoints * 3];
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VertexPositionColor eyeVertex = new VertexPositionColor(new Vector3(eyePos, 0), color);
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for (int i = 0; i < numConePoints - 1; i++) {
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vertices[i * 3] = eyeVertex;
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vertices[i * 3 + 1] = conePoints[i];
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vertices[i * 3 + 2] = conePoints[i + 1];
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}
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VertexBuffer vertexBuffer = new VertexBuffer(
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GraphicsDevice, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly);
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vertexBuffer.SetData<VertexPositionColor>(vertices);
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GraphicsDevice.SetVertexBuffer(vertexBuffer);
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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pass.Apply();
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertices.Length / 3);
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}
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}
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}
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}
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