Пример #1
0
 public Camera2D(ResolutionRenderer irr)
 {
     Irr = irr;
     _zoom = 0.1f;
     _rotation = 0.0f;
     _position = Vector2.Zero;
     MinZoom = 0.1f;
     MaxZoom = 999f;
 }
Пример #2
0
 public static void BeginResolution(this SpriteBatch mBatch, ResolutionRenderer renderer)
 {
     mBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullNone, null, renderer.GetTransformationMatrix());
 }
Пример #3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //set virtual screen resolution
            _irr = new ResolutionRenderer(this, VIRTUAL_RESOLUTION_WIDTH, VIRTUAL_RESOLUTION_HEIGHT, _gfx.PreferredBackBufferWidth, _gfx.PreferredBackBufferHeight);
            _input = new InputHelper(this);

            _camera = new Camera2D(_irr) { MaxZoom = 10f, MinZoom = .4f, Zoom = 1f };
            _camera.SetPosition(Vector2.Zero);
            _camera.RecalculateTransformationMatrices();
            base.Initialize();
        }
Пример #4
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     //set virtual screen resolution
     _irr = new ResolutionRenderer(this, VIRTUAL_RESOLUTION_WIDTH, VIRTUAL_RESOLUTION_HEIGHT, _gfx.PreferredBackBufferWidth, _gfx.PreferredBackBufferHeight);
     _input = new InputHelper(this);
     base.Initialize();
 }
Пример #5
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //update input helper data
            _input.Update(gameTime);

            #region Input processing

            if (_input.GamePadState.Buttons.Back == ButtonState.Pressed ||       _input.IsKeyPressed(Keys.Escape))
            {
                Exit();
                return;
            }

            if (_input.IsKeyPressed(Keys.D1))
            {
                _gfx.PreferredBackBufferWidth = 1000;
                _gfx.PreferredBackBufferHeight = 400;
                _irr = new ResolutionRenderer(this, VIRTUAL_RESOLUTION_WIDTH, VIRTUAL_RESOLUTION_HEIGHT, _gfx.PreferredBackBufferWidth, _gfx.PreferredBackBufferHeight);
                _gfx.ApplyChanges();
                return;
            }
            if (_input.IsKeyPressed(Keys.D2))
            {
                _gfx.PreferredBackBufferWidth = 400;
                _gfx.PreferredBackBufferHeight = 500;
                _irr = new ResolutionRenderer(this, VIRTUAL_RESOLUTION_WIDTH, VIRTUAL_RESOLUTION_HEIGHT, _gfx.PreferredBackBufferWidth, _gfx.PreferredBackBufferHeight);
                _gfx.ApplyChanges();
                return;
            }
            if (_input.IsKeyPressed(Keys.D3))
            {
                _gfx.PreferredBackBufferWidth = 800;
                _gfx.PreferredBackBufferHeight = 480;
                _irr = new ResolutionRenderer(this, VIRTUAL_RESOLUTION_WIDTH, VIRTUAL_RESOLUTION_HEIGHT, _gfx.PreferredBackBufferWidth, _gfx.PreferredBackBufferHeight);
                _gfx.ApplyChanges();
                return;
            }

            //get virtal equivalent of mouse coordinaes
            var pos = _irr.ToVirtual(_input.MousePos);
            //check for mouse click in the UFO rectangle area
            if (InputHelper.IsPosInBound(pos, _testRect) && _input.IsMousePressed(MouseButton.Left))
                Exit();

            #endregion

            base.Update(gameTime);
        }
Пример #6
0
 public void Dispose()
 {
     Irr = null;
 }