Camera used to draw world.
Inheritance: FSO.Common.Rendering.Framework.Camera.OrthographicCamera
示例#1
0
        /// <summary>
        /// Reset for a draw loop
        /// </summary>
        public void Begin(WorldCamera camera2D)
        {
            this.WorldCamera = camera2D;
            camera2D.ProjectionDirty();

            this.Sprites.Clear();
            SpriteIndex = 0;

            this.DrawOrder = 0;
        }
示例#2
0
        private void UISimInit()
        {
            Camera = new WorldCamera(GameFacade.GraphicsDevice);
            Camera.Zoom = LotView.WorldZoom.Near;
            Camera.CenterTile = new Vector2(-1, -1)*FSOEnvironment.DPIScaleFactor;
            Scene = new _3DTargetScene(GameFacade.Game.GraphicsDevice, Camera,
                new Point(140 * FSOEnvironment.DPIScaleFactor, 200 * FSOEnvironment.DPIScaleFactor),
                (GlobalSettings.Default.AntiAlias)?8:0);
            Scene.ID = "UISim";

            GameFacade.Game.GraphicsDevice.DeviceReset += new EventHandler<EventArgs>(GraphicsDevice_DeviceReset);

            Avatar = new AdultVitaboyModel();
            Avatar.Scene = Scene;
            var scale = FSOEnvironment.DPIScaleFactor;
            Avatar.Scale = new Vector3(scale, scale, scale);

            Scene.Add(Avatar);
        }
示例#3
0
        /// <summary>
        /// Creates a new WorldState instance.
        /// </summary>
        /// <param name="device">A GraphicsDevice used for rendering.</param>
        /// <param name="worldPxWidth">Width of world in pixels.</param>
        /// <param name="worldPxHeight">Height of world in pixels.</param>
        /// <param name="world">A World instance.</param>
        public WorldState(GraphicsDevice device, float worldPxWidth, float worldPxHeight, World world)
        {
            this.Device = device;
            this.World = world;
            this.WorldCamera = new WorldCamera(device);

            WorldSpace = new WorldSpace(worldPxWidth, worldPxHeight, this);
            Zoom = WorldZoom.Near;
            Rotation = WorldRotation.TopLeft;
            Level = 1;
        }