Modfying draw method in AxiosGameScreen to draw Gleed2D textures

This commit is contained in:
Nathan Adams 2012-05-12 22:02:23 -05:00
parent d14f65d779
commit f57659e2e1
10 changed files with 117 additions and 4 deletions

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@ -172,6 +172,7 @@
<Compile Include="Engine\File\AxiosIsolatedFile.cs" /> <Compile Include="Engine\File\AxiosIsolatedFile.cs" />
<Compile Include="Engine\File\AxiosRegularFile.cs" /> <Compile Include="Engine\File\AxiosRegularFile.cs" />
<Compile Include="Engine\File\AxiosTitleFile.cs" /> <Compile Include="Engine\File\AxiosTitleFile.cs" />
<Compile Include="Engine\Gleed2D\Camera.cs" />
<Compile Include="Engine\Gleed2D\CircleItem.cs" /> <Compile Include="Engine\Gleed2D\CircleItem.cs" />
<Compile Include="Engine\Gleed2D\CustomProperty.cs" /> <Compile Include="Engine\Gleed2D\CustomProperty.cs" />
<Compile Include="Engine\Gleed2D\Item.cs" /> <Compile Include="Engine\Gleed2D\Item.cs" />

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@ -215,6 +215,7 @@
<Compile Include="Engine\File\AxiosIsolatedFile.cs" /> <Compile Include="Engine\File\AxiosIsolatedFile.cs" />
<Compile Include="Engine\File\AxiosRegularFile.cs" /> <Compile Include="Engine\File\AxiosRegularFile.cs" />
<Compile Include="Engine\File\AxiosTitleFile.cs" /> <Compile Include="Engine\File\AxiosTitleFile.cs" />
<Compile Include="Engine\Gleed2D\Camera.cs" />
<Compile Include="Engine\Gleed2D\CircleItem.cs" /> <Compile Include="Engine\Gleed2D\CircleItem.cs" />
<Compile Include="Engine\Gleed2D\CustomProperty.cs" /> <Compile Include="Engine\Gleed2D\CustomProperty.cs" />
<Compile Include="Engine\Gleed2D\Item.cs" /> <Compile Include="Engine\Gleed2D\Item.cs" />

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@ -165,6 +165,7 @@
<Compile Include="Engine\File\AxiosIsolatedFile.cs" /> <Compile Include="Engine\File\AxiosIsolatedFile.cs" />
<Compile Include="Engine\File\AxiosRegularFile.cs" /> <Compile Include="Engine\File\AxiosRegularFile.cs" />
<Compile Include="Engine\File\AxiosTitleFile.cs" /> <Compile Include="Engine\File\AxiosTitleFile.cs" />
<Compile Include="Engine\Gleed2D\Camera.cs" />
<Compile Include="Engine\Gleed2D\CircleItem.cs" /> <Compile Include="Engine\Gleed2D\CircleItem.cs" />
<Compile Include="Engine\Gleed2D\CustomProperty.cs" /> <Compile Include="Engine\Gleed2D\CustomProperty.cs" />
<Compile Include="Engine\Gleed2D\Item.cs" /> <Compile Include="Engine\Gleed2D\Item.cs" />

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@ -74,6 +74,8 @@
* - Adding a cache for loading in textures for Gleed2D * - Adding a cache for loading in textures for Gleed2D
* - Adding GetStream(FileMode) to get the stream of a file * - Adding GetStream(FileMode) to get the stream of a file
* - Adding support to load a Gleed2D level from a stream * - Adding support to load a Gleed2D level from a stream
* - Adjusting units for Gleed2D position for Farseer bodies
* - Modfying draw method in AxiosGameScreen to draw Gleed2D textures
* *
*/ */

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@ -11,6 +11,7 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using GameStateManagement; using GameStateManagement;
using Axios.Engine.Gleed2D;
namespace Axios.Engine namespace Axios.Engine
{ {
@ -36,6 +37,10 @@ namespace Axios.Engine
private AxiosUIObject prevuiobj; private AxiosUIObject prevuiobj;
private AxiosUIObject prevuifocusobj; private AxiosUIObject prevuifocusobj;
protected Level Level;
private Camera camera;
public AxiosGameScreen() public AxiosGameScreen()
: base() : base()
{ {
@ -46,6 +51,7 @@ namespace Axios.Engine
this._uiobjects = new List<AxiosUIObject>(); this._uiobjects = new List<AxiosUIObject>();
prevuiobj = null; prevuiobj = null;
prevuifocusobj = null; prevuifocusobj = null;
} }
/*public void AddGameObject<T>(T gameobject) /*public void AddGameObject<T>(T gameobject)
@ -164,6 +170,7 @@ namespace Axios.Engine
{ {
base.Activate(instancePreserved); base.Activate(instancePreserved);
#if DEBUG #if DEBUG
if (!Axios.Settings.ScreenSaver) if (!Axios.Settings.ScreenSaver)
{ {
@ -171,17 +178,36 @@ namespace Axios.Engine
this.DebugSpriteFont = man.Load<SpriteFont>(this.DebugTextFont); this.DebugSpriteFont = man.Load<SpriteFont>(this.DebugTextFont);
} }
#endif #endif
camera = new Camera(ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height);
} }
public override void Draw(GameTime gameTime) public override void Draw(GameTime gameTime)
{ {
base.Draw(gameTime); base.Draw(gameTime);
if (Level != null)
{
foreach (Layer layer in Level.Layers)
{
Vector2 oldcameraposition = camera.Position;
camera.Position *= layer.ScrollSpeed;
ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, camera.matrix);
layer.draw(ScreenManager.SpriteBatch);
ScreenManager.SpriteBatch.End();
camera.Position = oldcameraposition;
}
}
foreach (AxiosGameObject g in (from x in (from i in _gameObjects where i is IDrawableAxiosGameObject select (IDrawableAxiosGameObject)i) orderby x.DrawOrder select x)) foreach (AxiosGameObject g in (from x in (from i in _gameObjects where i is IDrawableAxiosGameObject select (IDrawableAxiosGameObject)i) orderby x.DrawOrder select x))
((IDrawableAxiosGameObject)g).Draw(this, gameTime); ((IDrawableAxiosGameObject)g).Draw(this, gameTime);
foreach(AxiosUIObject g in (from x in _uiobjects orderby x.DrawOrder select x)) foreach(AxiosUIObject g in (from x in _uiobjects orderby x.DrawOrder select x))
((IDrawableAxiosGameObject)g).Draw(this, gameTime); ((IDrawableAxiosGameObject)g).Draw(this, gameTime);
//System.Diagnostics.Debugger.Break();
} }
public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)

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@ -0,0 +1,82 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace Axios.Engine.Gleed2D
{
public class Camera
{
Vector2 position;
public Vector2 Position
{
get
{
return position;
}
set
{
position = value;
updatematrix();
}
}
float rotation;
public float Rotation
{
get
{
return rotation;
}
set
{
rotation = value;
updatematrix();
}
}
float scale;
public float Scale
{
get
{
return scale;
}
set
{
scale = value;
updatematrix();
}
}
public Matrix matrix;
Vector2 viewport; //width and height of the viewport
public Camera(float width, float height)
{
position = Vector2.Zero;
rotation = 0;
scale = 1.0f;
viewport = new Vector2(width, height);
updatematrix();
}
void updatematrix()
{
matrix = Matrix.CreateTranslation(-position.X, -position.Y, 0.0f) *
Matrix.CreateRotationZ(rotation) *
Matrix.CreateScale(scale) *
Matrix.CreateTranslation(viewport.X / 2, viewport.Y / 2, 0.0f);
}
public void updateviewport(float width, float height)
{
viewport.X = width;
viewport.Y = height;
updatematrix();
}
}
}

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@ -28,7 +28,7 @@ namespace Axios.Engine.Gleed2D
base.load(cm, world, ref cache); base.load(cm, world, ref cache);
_body = BodyFactory.CreateCircle(world, Radius, 1f); _body = BodyFactory.CreateCircle(world, Radius, 1f);
_body.Position = Position; _body.Position = ConvertUnits.ToSimUnits(Position);
_body.UserData = this; _body.UserData = this;
} }

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@ -35,7 +35,7 @@ namespace Axios.Engine.Gleed2D
v.Add(new Vector2(ConvertUnits.ToSimUnits(vec.X), ConvertUnits.ToSimUnits(vec.Y))); v.Add(new Vector2(ConvertUnits.ToSimUnits(vec.X), ConvertUnits.ToSimUnits(vec.Y)));
_body = BodyFactory.CreateLoopShape(world, v); _body = BodyFactory.CreateLoopShape(world, v);
_body.Position = this.Position; _body.Position = ConvertUnits.ToSimUnits(this.Position);
_body.UserData = this; _body.UserData = this;
} }

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@ -29,7 +29,7 @@ namespace Axios.Engine.Gleed2D
base.load(cm, world, ref cache); base.load(cm, world, ref cache);
_body = BodyFactory.CreateRectangle(world, Width, Height, 1f); _body = BodyFactory.CreateRectangle(world, Width, Height, 1f);
_body.Position = Position; _body.Position = ConvertUnits.ToSimUnits(Position);
_body.UserData = this; _body.UserData = this;
} }
} }

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@ -25,7 +25,7 @@ namespace Axios.Engine.Gleed2D
/// <summary> /// <summary>
/// The item's scale factor. /// The item's scale factor.
/// </summary> /// </summary>
public float Scale; public Vector2 Scale;
/// <summary> /// <summary>
/// The color to tint the item's texture with (use white for no tint). /// The color to tint the item's texture with (use white for no tint).