Exemple #1
0
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);

            var camera     = CurrentScene.Camera;
            var viewMatrix = GetViewMatrix(camera);

            VisibleAreaBox = GetVisibleAreaBox(viewMatrix);

            GraphicsDevice.SetRenderTarget(_renderTarget);
            _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, viewMatrix);

            GraphicsDevice.Clear(CurrentScene.BackgroundColor);
            CurrentScene.Render(_spriteBatch);
#if DEBUG
            if (Input.ActionPressed("ShowPhysics"))
            {
                RenderPhysicsDebug(_spriteBatch);
            }
#endif
            _spriteBatch.End();

            GraphicsDevice.SetRenderTarget(null);
            _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, SamplerState.PointClamp);

            _spriteBatch.Draw(_renderTarget, new Rectangle(
                                  _graphics.PreferredBackBufferWidth / 2 - (blitWidth / 2),
                                  _graphics.PreferredBackBufferHeight / 2 - (blitHeight / 2),
                                  blitWidth,
                                  blitHeight),
                              Color.White);

            _spriteBatch.End();
        }
        public override void Update(float delta)
        {
            base.Update(delta);

            var sixtyDelta = delta * 60;

            //Area.AngleOffset += MathHelper.Pi / 160;

            if (!OnFloor)
            {
                Velocity.Y += Gravity;
            }
            if (Input.ActionPressed("move_left"))
            {
                Velocity.X  -= Speed;
                Sprite.FlipX = true;
            }
            else if (Input.ActionPressed("move_right"))
            {
                Velocity.X  += Speed;
                Sprite.FlipX = false;
            }
            else
            {
                Velocity.X -= Decel * Math.Sign(Velocity.X);

                if (Math.Abs(Velocity.X) <= Decel)
                {
                    Velocity.X = 0;
                }
            }

            if (Input.ActionJustPressed("fire"))
            {
                Velocity.Y = -JumpHeight;
            }
            else if (Input.ActionJustReleased("fire") && Velocity.Y < 0)
            {
                Velocity.Y *= 0.5f;
            }
        }