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TestGame.cs
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TestGame.cs
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections;
/// <summary>
/// This is the main type for your game.
/// </summary>
public class TestGame : Game
{
GraphicsDeviceManager _graphics;
SpriteBatch _spriteBatch;
CameraActor _camera;
private ArrayList _cubeActors = new ArrayList();
private float _cameraSpeed = 40f;
public TestGame()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <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()
{
base.Initialize();
_graphics.PreferredBackBufferWidth = 1920; // set this value to the desired width of your window
_graphics.PreferredBackBufferHeight = 1080; // set this value to the desired height of your window
_graphics.ApplyChanges();
this.Window.Position = new Point(10, 10);
// create camera
_camera = new CameraActor();
Console.WriteLine("Game initialized");
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// create a new SpriteBatch, which can be used to draw textures
//_spriteBatch = new SpriteBatch(GraphicsDevice);
Effect effect = Content.Load<Effect>("Effects/Test");
// create model actors
Model cube = Content.Load<Model>("Green_Cube");
for (int i = -10; i < 10; i++)
for (int j = -10; j < 10; j++)
for (int k = -4; k < 4; k++)
{
if (i == 0 && j == 0 && k == 0) { } else
_cubeActors.Add(new ModelActor(Content.Load<Model>("Green_Cube"),effect, new Vector3(i * 30f, k * 30f, j * 30f), new Vector3(0f, 0f, 0f), new Vector3(0.3f, 0.3f, 0.3f)));
}
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
updateCamera((float)gameTime.ElapsedGameTime.TotalSeconds);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
//TODO activate depthtest?!? not really working but better as without it
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.RasterizerState = RasterizerState.CullNone;
foreach (ModelActor actor in _cubeActors)
{
actor.draw(_camera);
}
base.Draw(gameTime);
}
private void updateCamera(float deltaTime)
{
float deltaCameraY = 0;
float deltaCameraX = 0;
float cameraForward = 0f;
float cameraSideward = 0f;
// adjust aspect ratio
_camera.setAspectRatio(_graphics.GraphicsDevice.Viewport.AspectRatio);
// mouse look
MouseState mouseState = Mouse.GetState();
deltaCameraY = (mouseState.X - 100) / 1000f;
deltaCameraX = (mouseState.Y - 100) / 1000f;
// reset mouse
Mouse.SetPosition(100, 100);
// movement
KeyboardState k_state = Keyboard.GetState();
if (k_state.IsKeyDown(Keys.W))
{
if (k_state.IsKeyDown(Keys.LeftShift)) cameraForward = 2f;
else cameraForward = 1f;
}
else if (k_state.IsKeyDown(Keys.S))
{
if (k_state.IsKeyDown(Keys.LeftShift)) cameraForward = -2f;
else cameraForward = -1f;
}
else
cameraForward = 0f;
if (k_state.IsKeyDown(Keys.A)) cameraSideward = -1f;
else if (k_state.IsKeyDown(Keys.D)) cameraSideward = 1f;
if (k_state.IsKeyDown(Keys.Up))
_camera.moveUpward(_cameraSpeed * deltaTime);
if (k_state.IsKeyDown(Keys.Down))
_camera.moveUpward(-_cameraSpeed * deltaTime);
if (k_state.IsKeyDown(Keys.Left)) _camera.rotate(0f, 0f, -0.03f * _cameraSpeed * deltaTime);
else if (k_state.IsKeyDown(Keys.Right)) _camera.rotate(0f, 0f, 0.03f * _cameraSpeed * deltaTime);
// update camera
_camera.moveForward(cameraForward * _cameraSpeed * deltaTime);
_camera.rotate(deltaCameraX, deltaCameraY, 0f);
_camera.moveSideward(cameraSideward * _cameraSpeed * deltaTime);
// test for collisions
foreach (ModelActor actor in _cubeActors)
{
if (_camera.isColliding(actor))
{
_camera.moveForward(-cameraForward * _cameraSpeed * deltaTime);
_camera.moveSideward(-cameraSideward * _cameraSpeed * deltaTime);
}
}
}
}