8 Commits
Author SHA1 Message Date
Simon Lübeß aa70d99e31 Fin 2022-02-14 20:36:48 +01:00
Simon Lübeß c8cc2f442a Added ColorHSV 2022-02-14 20:36:07 +01:00
Simon Lübeß 574f54e32b Added Window.SetIcon 2022-02-14 20:35:35 +01:00
Simon Lübeß 58cf92fb57 Renderer2D limit instances per batch 2022-02-14 20:19:19 +01:00
Simon Lübeß f49acf34a1 Added particle system 2022-02-13 23:56:58 +01:00
Simon Lübeß 7f11b982ee Added text and restart 2022-02-13 22:51:55 +01:00
Simon Lübeß d9e34b27a3 Rocket Game 2022-02-13 15:22:45 +01:00
Simon Lübeß e61c53400f Added DeltaTime 2022-02-13 15:22:18 +01:00
14 changed files with 925 additions and 8 deletions
+3
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@@ -28,6 +28,9 @@ namespace GlitchyEngine
*/
public uint64 FrameCount => _frameCount;
/// The interval in seconds from the last frame to the current one.
public float DeltaTime => (float)_frameTime.TotalSeconds;
/**
* Initializes a new instance of a GameTime.
*/
@@ -250,6 +250,18 @@ namespace GlitchyEngine
[CLink]
static extern IntBool IsWindowUnicode(HWND whnd);
public Result<void> SetIcon(StringView filePath)
{
HICON hIcon = LoadImageW(0, filePath.ToScopedNativeWChar!(), .Icon, 0, 0, .LoadFromFile);
if (hIcon == 0)
return .Err;
// WM_SETICON 0x0080
SendMessageW(_windowHandle, 0x0080, 1 /* ICON_BIG */, (int)hIcon);
return .Ok;
}
private static LRESULT MessageHandler(HWND hwnd, uint32 uMsg, WPARAM wParam, LPARAM lParam)
{
void* windowPtr = (void*)GetWindowLongPtrW(hwnd, GWL_USERDATA);
+18 -5
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@@ -133,6 +133,9 @@ namespace GlitchyEngine.Renderer
private static Effect s_currentEffect;
private static Effect s_currentCircleEffect;
private static int s_InstancesPerDrawCall = 1024;
private static int s_MaxInstancesPerDrawCall = 8192;
private static void InitEffect()
{
Debug.Profiler.ProfileFunction!();
@@ -204,10 +207,10 @@ namespace GlitchyEngine.Renderer
s_batchBinding.SetVertexBufferSlot(s_instanceBuffer, 1);
s_rawInstances = new BatchVertex[1024];
s_rawInstances = new BatchVertex[s_InstancesPerDrawCall];
s_setInstances = 0;
s_instanceQueue = new List<QueueQuad>(1024);
s_instanceQueue = new List<QueueQuad>(s_InstancesPerDrawCall);
}
{
@@ -240,9 +243,9 @@ namespace GlitchyEngine.Renderer
s_circleBatchBinding.SetVertexBufferSlot(s_circleInstanceBuffer, 1);
s_rawCircleInstances = new CircleBatchVertex[1024];
s_rawCircleInstances = new CircleBatchVertex[s_InstancesPerDrawCall];
s_circleInstanceQueue = new List<QueueCircle>(1024);
s_circleInstanceQueue = new List<QueueCircle>(s_InstancesPerDrawCall);
}
}
@@ -391,6 +394,11 @@ namespace GlitchyEngine.Renderer
private static void QueueQuadInstance(Matrix transform, ColorRGBA color, Texture2D texture, float depth, Vector4 uvTransform)
{
s_instanceQueue.Add(QueueQuad(transform, color, texture ?? s_whiteTexture, depth, uvTransform));
if (s_instanceQueue.Count >= s_MaxInstancesPerDrawCall)
{
Flush();
}
}
/// Adds a circle instance to the instance queue.
@@ -398,6 +406,11 @@ namespace GlitchyEngine.Renderer
private static void QueueCircleInstance(Matrix transform, ColorRGBA color, Texture2D texture, float depth, Vector4 uvTransform, float innerRadius)
{
s_circleInstanceQueue.Add(QueueCircle(transform, color, texture ?? s_whiteTexture, depth, uvTransform, innerRadius));
if (s_circleInstanceQueue.Count >= s_MaxInstancesPerDrawCall)
{
Flush();
}
}
private static void FlushInstances()
@@ -670,9 +683,9 @@ namespace GlitchyEngine.Renderer
public static void DrawCircle(Vector3 position, Vector2 size, Texture2D texture, ColorRGBA color = .White, float innerRadius = 1.0f, Vector4 uvTransform = .(0, 0, 1, 1))
{
#if DEBUG
Debug.Profiler.ProfileRendererFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(s_sceneRunning, "Missing call of BeginScene.");
#endif
+5
View File
@@ -110,5 +110,10 @@ namespace GlitchyEngine
}
public extern void Update();
/**
* Sets the Icon of the window to the given file.
*/
public extern Result<void> SetIcon(StringView filePath);
}
}
+3
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@@ -6,3 +6,6 @@ Name = "Sandbox"
TargetType = "BeefGUIApplication"
StartupObject = "GlitchyEngine.Program"
ProcessorMacros = ["NOT_GAMMA_TEST", "SANDBOX_2D"]
[Platform.Windows]
IconFile = "$(ProjectDir)/content/RocketGame/RocketIcon.ico"
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After

Width:  |  Height:  |  Size: 5.6 KiB

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+43
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@@ -0,0 +1,43 @@
using GlitchyEngine.Math;
using System;
namespace Sandbox
{
struct ColorHSV
{
public float H;
public float S;
public float V;
public this(float h, float s, float v)
{
H = h;
S = s;
V = v;
}
public static explicit operator ColorRGB(ColorHSV hsv)
{
float c = hsv.V * hsv.S;
float x = c * (1.0f - Math.Abs((hsv.H / 60.0f) % 2.0f - 1.0f));
float m = hsv.V - c;
ColorRGB rgb_ = ?;
if (hsv.H < 60.0f)
rgb_ = ColorRGB(c, x, 0);
else if (hsv.H < 120.0f)
rgb_ = ColorRGB(x, c, 0);
else if (hsv.H < 180.0f)
rgb_ = ColorRGB(0, c, x);
else if (hsv.H < 240.0f)
rgb_ = ColorRGB(0, x, c);
else if (hsv.H < 300.0f)
rgb_ = ColorRGB(x, 0, c);
else if (hsv.H < 360.0f)
rgb_ = ColorRGB(c, 0, x);
return .(rgb_.Red + m, rgb_.Green + m, rgb_.Blue + m);
}
}
}
+229
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@@ -0,0 +1,229 @@
using System;
using GlitchyEngine;
using GlitchyEngine.Events;
using System.Diagnostics;
using GlitchLog;
using GlitchyEngine.ImGui;
using ImGui;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine.World;
using GlitchyEngine.Renderer.Text;
using System.IO;
using msdfgen;
using System.Collections;
using System.Diagnostics;
namespace Sandbox
{
class GameLayer : Layer
{
GraphicsContext _context ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef();
Font _font ~ _.ReleaseRef();
DepthStencilState _depthStencilState ~ _.ReleaseRef();
Rocket _rocket ~ delete _;
OrthographicCamera _camera ~ delete _;
List<Obstacle> _obstacles = new List<Obstacle>() ~ DeleteContainerAndItems!(_);
FontRenderer.PreparedText pressSpaceToStart ~ _.ReleaseRef();
FontRenderer.PreparedText pressSpaceToRestart ~ _.ReleaseRef();
ColorHSV worldColor = .(0, 0.5f, 1.0f);
[AllowAppend]
public this() : base("Example")
{
Application.Get().Window.IsVSync = false;
_context = Application.Get().Window.Context..AddRef();
BlendStateDescription blendDesc = .();
blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
_alphaBlendState = new BlendState(blendDesc);
_font = new Font("C:\\Windows\\Fonts\\arial.ttf", 64, true, 'A', 16);
_camera = new .()
{
NearPlane = -10,
FarPlane = 10,
Height = 5,
Width = 5 * _context.SwapChain.AspectRatio
}..Update();
DepthStencilStateDescription dssDesc = .()
{
DepthEnabled = false
};
_depthStencilState = new DepthStencilState(dssDesc);
pressSpaceToStart = FontRenderer.PrepareText(_font, "Press [SPACE]", 1);
pressSpaceToRestart = FontRenderer.PrepareText(_font, "YOU DIED!\nPress [SPACE] to restart", 0.5f);
InitGame();
}
private void InitGame()
{
_rocket = new Rocket();
_rocket.Obstacles = _obstacles;
InitStarField();
}
Vector4[] points = new Vector4[1000] ~ delete _;
Random startRandom = new .() ~ delete _;
private void InitStarField()
{
for (int i < points.Count)
{
Vector4 v = .();
v.X = startRandom.Next(-1000, 1000) / 2000f * _camera.Width;
v.Y = startRandom.Next(-1000, 1000) / 2000f * _camera.Height;
v.Z = startRandom.Next(0, 1000) / 2000.0f;
v.W = startRandom.Next(1000, 3000) / 1000.0f;
points[i] = v;
}
}
private float lastObstacle = 0.0f;
public override void Update(GameTime gameTime)
{
worldColor.H += gameTime.DeltaTime * 18 * _rocket.FlightSpeed;
worldColor.H %= 360.0f;
ColorRGBA wColor = .((ColorRGB)worldColor, 1.0f);
float screenWidth = _camera.Width;
Obstacle.ScreenWidth = screenWidth / 2.0f;
lastObstacle += Obstacle.Speed * gameTime.DeltaTime;
if (lastObstacle <= -Obstacle.ScreenWidth)
{
_obstacles.Add(new Obstacle());
lastObstacle += 2.5f;
_obstacles.Back.Position.X = Obstacle.ScreenWidth + 1.0f;
_obstacles.Back.Position.Y = Obstacle.random.Next(-1000, 1000) / 1000f;
}
for (int i < _obstacles.Count)
{
_obstacles[i].Update(gameTime);
if (_obstacles[i].Dead)
{
delete _obstacles[i];
_obstacles.RemoveAt(i);
i--;
}
}
_rocket.Update(gameTime);
Obstacle.Speed = -_rocket.FlightSpeed;
RenderCommand.Clear(null, .Black);
// Draw test geometry
RenderCommand.SetRenderTarget(null);
RenderCommand.BindRenderTargets();
RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
Renderer2D.BeginScene(_camera, .BackToFront);
DrawStartField(gameTime);
Renderer2D.EndScene();
Renderer2D.BeginScene(_camera, .BackToFront);
Renderer2D.DrawQuad(Vector3(0, 2.75f, 1), Vector2(screenWidth, 1), 0, wColor);
Renderer2D.DrawQuad(Vector3(0, -2.75f, 1), Vector2(screenWidth, 1), 0, wColor);
for (Obstacle obs in _obstacles)
{
obs.Draw(wColor);
}
_rocket.Draw();
var scorePrep = FontRenderer.PrepareText(_font, scope $"{_rocket.Score}", 1.0f);
FontRenderer.DrawText(scorePrep, -scorePrep.AdvanceX / 2, 1.5f, .Black);
FontRenderer.DrawText(scorePrep, -scorePrep.AdvanceX / 2 + 0.1f, 1.6f, .(230, 230, 230));
scorePrep.ReleaseRef();
if (!_rocket.Started)
{
float f = (float)Math.Cos(gameTime.TotalTime.TotalSeconds) * 0.5f + 0.55f;
FontRenderer.DrawText(pressSpaceToStart, -pressSpaceToStart.AdvanceX / 2f, 0, .(1, 0, 0, f));
}
if (_rocket.Dead)
{
float f = (float)Math.Cos(gameTime.TotalTime.TotalSeconds) * 0.5f + 0.55f;
FontRenderer.DrawText(pressSpaceToRestart, -pressSpaceToRestart.AdvanceX / 2f, 0, .(1, 0, 0, f));
}
Renderer2D.EndScene();
}
private void DrawStartField(GameTime gameTime)
{
for (int i < points.Count)
{
points[i].X -= _rocket.FlightSpeed * gameTime.DeltaTime * points[i].Z;
if (points[i].X < _camera.Left)
{
points[i].X = _camera.Right + startRandom.Next(500, 1500) / 1000.0f;
}
Renderer2D.DrawCircle(Vector3(points[i].XY, 5), .(0.01f * points[i].W), Color.White);
}
}
public override void OnEvent(Event event)
{
EventDispatcher dispatcher = EventDispatcher(event);
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
}
private bool OnImGuiRender(ImGuiRenderEvent e)
{
return false;
}
private bool OnWindowResize(WindowResizeEvent e)
{
_camera.Width = _camera.Height * e.Width / (float)e.Height;
_camera.Update();
return false;
}
}
}
+213
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@@ -0,0 +1,213 @@
using System;
using GlitchyEngine.Math;
namespace Sandbox
{
struct Line2D
{
public Vector2 Start;
public Vector2 End;
public this(Vector2 start, Vector2 end)
{
Start = start;
End = end;
}
/// Returns true if the given point lies on the line.
public bool OnLine(Vector2 point)
{
Vector2 startToPoint = point - Start;
Vector2 startToEnd = End - Start;
float cross = cross(startToPoint, startToEnd);
if(!MathHelper.IsZero(cross))
return false;
if(Math.Abs(startToEnd.X) >= Math.Abs(startToEnd.Y))
{
return (startToEnd.X > 0.0f) ?
(Start.X <= point.X && point.X <= End.X) :
(End.X <= point.X && point.X <= Start.X);
}
else
{
return (startToEnd.Y > 0.0f) ?
(Start.Y <= point.Y && point.Y <= End.Y) :
(End.Y <= point.Y && point.Y <= Start.Y);
}
}
[Inline]
private float cross(Vector2 v, Vector2 w)
{
return v.X * w.Y - v.Y * w.X;
}
public enum LineIntersection
{
case Collinear(Line2D IntersectionLine);
case CollinearNoIntersect;
case Parallel;
case Intersection(Vector2 Point);
case None;
}
private Result<(float Start, float End)> IntervalIntersection(float startA, float endA, float startB, float endB)
{
if(startB > endA || startA > endB)
return .Err;
else
{
float start = Math.Max(startA, startB);
float end = Math.Min(endA, endB);
return .Ok((start, end));
}
}
public LineIntersection Intersects(Line2D line)
{
Vector2 A = this.Start;
Vector2 B = this.End;
Vector2 C = line.Start;
Vector2 D = line.End;
float numR = ((A.Y-C.Y) * (D.X-C.X) - (A.X-C.X) * (D.Y-C.Y));
float den = ((B.X-A.X) * (D.Y-C.Y)-(B.Y-A.Y) * (D.X-C.X));
float r = numR / den;
float s = ((A.Y-C.Y) * (B.X-A.X) - (A.X-C.X) * (B.Y-A.Y)) / den;
if((0 <= r && r <= 1) && (0 <= s && s <= 1))
{
Vector2 P = A + r * (B - A);
return .Intersection(P);
}
else if(MathHelper.IsZero(den))
{
if(MathHelper.IsZero(numR))
{
Vector2 AtoB = B - A;
Vector2 CtoD = D - C;
float r_dot_r = Vector2.Dot(AtoB, AtoB);
// t0 = (q p) · r / (r · r)
float t0 = Vector2.Dot((C - A), AtoB) / r_dot_r;
// t1 = (q + s p) · r / (r · r) = t0 + s · r / (r · r)
float t1 = t0 + Vector2.Dot(CtoD, AtoB) / r_dot_r;
// do interval intersection
if(Vector2.Dot(CtoD, AtoB) < 0)
{
Swap!(t0, t1);
}
if(IntervalIntersection(t0, t1, 0, 1) case .Ok(let intersection))
{
return .Collinear(Line2D(A + intersection.Start * AtoB, A + intersection.End * AtoB));
}
else
{
return .CollinearNoIntersect;
}
}
else
{
return .Parallel;
}
}
return .None;
}
public static void TestIntersects()
{
{
Line2D line = .(.(0, 0), .(4, 0));
Line2D intersecting = .(.(2, 2), .(2, -2));
var result = line.Intersects(intersecting);
Vector2 intersection;
Runtime.Assert(result case .Intersection(out intersection));
Runtime.Assert(intersection == .(2, 0));
}
{
Line2D line = .(.(0, -1), .(5, 2));
Line2D intersecting = .(.(1, 3), .(4, -2));
var result = line.Intersects(intersecting);
Vector2 intersection;
Runtime.Assert(result case .Intersection(out intersection));
Runtime.Assert(intersection == .(2.5f, 0.5f));
}
{
Line2D line = .(.(-1, 0), .(1, 0));
Line2D collinear = .(.(2, 0), .( 4, 0));
var result = line.Intersects(collinear);
Runtime.Assert(result case .CollinearNoIntersect);
}
{
Line2D line = .(.(-1, 0), .(2, 0));
Line2D collinear = .(.(1, 0), .( 4, 0));
var result = line.Intersects(collinear);
Line2D intersection;
Runtime.Assert(result case .Collinear(out intersection));
Runtime.Assert(intersection.Start == .(1, 0));
Runtime.Assert(intersection.End == .(2, 0));
}
{
Line2D line = .(.(-1, 5), .(2, 5));
Line2D collinear = .(.(4, 5), .(1, 5));
var result = line.Intersects(collinear);
Line2D intersection;
Runtime.Assert(result case .Collinear(out intersection));
Runtime.Assert(intersection.Start == .(1, 5));
Runtime.Assert(intersection.End == .(2, 5));
}
}
/*
public bool Intersects(Line2D line)
{
float x1 = Start.X;
float x2 = End.X;
float x3 = line.Start.X;
float x4 = line.End.X;
float y1 = Start.Y;
float y2 = End.Y;
float y3 = line.Start.Y;
float y4 = line.End.Y;
float t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / ((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4));
float u = ((x1 - x3) * (y1 - y2) - (y1 - y3) * (x1 - x2)) / ((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4));
return (0.0f <= t && t <= 1.0f && 0.0f <= u && u <= 1.0f);
}
*/
}
}
+46
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@@ -0,0 +1,46 @@
using GlitchyEngine;
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using System;
namespace Sandbox
{
class Obstacle
{
public Vector2 Position;
public float HoleSize = 4.5f;
public static float Speed = -2.0f;
public static float ScreenWidth;
public static Random random = new .() ~ delete _;
public bool Dead;
public void Update(GameTime gameTime)
{
Position.X += Speed * gameTime.DeltaTime;
if (Position.X < -ScreenWidth - 1)
{
Dead = true;
}
}
static Matrix mat = Matrix.Scaling(2.5f, 5, 1) * Matrix.RotationZ(MathHelper.PiOverFour);
public void Draw(ColorRGBA color)
{
Matrix matty = mat;
matty.Translation.X = Position.X;
matty.Translation.Y = Position.Y - HoleSize;
Renderer2D.DrawQuad(matty, color);
matty.Translation.Y = Position.Y + HoleSize;
Renderer2D.DrawQuad(matty, color);
}
}
}
+133
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@@ -0,0 +1,133 @@
using GlitchyEngine.Math;
using GlitchyEngine;
using System;
using GlitchyEngine.Renderer;
namespace Sandbox
{
class ParticleSystem
{
struct Particle
{
public bool IsAlive;
public Vector2 Position;
public float Rotation;
public float Scale;
public Vector2 Velocity;
public float AngularVelocity;
public float LiveTime;
public Color Color;
}
private Random _random = new .() ~ delete _;
private Particle[] _particles ~ delete _;
private int _freeParticles;
public float EmissionRate;
public float EmissionAngle;
public Vector2 EmissionDirection;
public float EmissionVelocity;
public float EmissionSize;
public float EmissionSizeVariance;
public float LiveTime;
public float LiveTimeVariance;
public Vector2 Position;
public bool Emit;
public Color EmmisionColor = .White;
public this(int maxParticles)
{
_particles = new Particle[maxParticles];
_freeParticles = maxParticles;
}
private float _emission = 0.0f;
public void Update(GameTime gameTime)
{
for (var particle in ref _particles)
{
if (!particle.IsAlive)
continue;
particle.LiveTime -= gameTime.DeltaTime;
if (particle.LiveTime < 0.0f)
{
particle.IsAlive = false;
_freeParticles++;
}
particle.Position += particle.Velocity * gameTime.DeltaTime;
particle.Rotation += particle.AngularVelocity * gameTime.DeltaTime;
}
if (Emit)
{
_emission += gameTime.DeltaTime * EmissionRate;
while (_emission >= 1.0f)
{
Emit();
_emission--;
}
}
}
public void Draw()
{
for (let particle in _particles)
{
if(particle.IsAlive)
Renderer2D.DrawQuad(particle.Position, .(particle.Scale), particle.Rotation, particle.Color);
}
}
private Particle* GetFreeParticle()
{
for (ref Particle particle in ref _particles)
{
if (!particle.IsAlive)
return &particle;
}
return null;
}
private void Emit()
{
if (_freeParticles == 0)
return;
Particle* particle = GetFreeParticle();
if (particle == null)
return;
particle.IsAlive = true;
particle.Position = Position;
particle.Rotation = 0;
particle.Scale = EmissionSize + (float)_random.NextDoubleSigned() * EmissionSizeVariance;
float angle = Math.Atan2(EmissionDirection.Y, EmissionDirection.X);
angle += (float)_random.NextDoubleSigned() * EmissionAngle;
Vector2 direction = .(Math.Cos(angle), Math.Sin(angle));
particle.Velocity = direction * EmissionVelocity;
particle.AngularVelocity = 0;//EmissionVelocity;
particle.LiveTime = LiveTime + (float)_random.NextDoubleSigned() * LiveTimeVariance;
particle.Color = EmmisionColor;
_freeParticles--;
}
}
}
+213
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@@ -0,0 +1,213 @@
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
using System;
using System.Collections;
namespace Sandbox
{
class Rocket
{
Texture2D _rocketTexture ~ _?.ReleaseRef();
private Vector2 _gravity = .(0, -9.81f);
public float Power = 50;
public float FlightSpeed = 2;
private Vector2 _acceleration = .(0, 0);
private Vector2 _speed;
private Vector2 _position;
private Vector2 _direction;
private Line2D _rocketLine;
private float _rotation = -MathHelper.PiOverTwo;
public bool Dead;
public bool Started = false;
public List<Obstacle> Obstacles;
public int Score = 0;
public Vector2 Position => _position;
public Vector2 Direction => _direction;
ParticleSystem _particleSystem ~ delete _;
public this()
{
_rocketTexture = new Texture2D("content/RocketGame/Rocket.dds");
_rocketTexture.SamplerState = SamplerStateManager.PointClamp;
_particleSystem = new ParticleSystem(1024)
{
LiveTime = 1.0f,
LiveTimeVariance = 0.5f,
Emit = true,
};
}
public void Update(GameTime gameTime)
{
do
{
FlightSpeed = Dead ? 0.0f : 2.0f;
if (Dead && Input.IsKeyPressing(Key.Space))
{
Dead = false;
Started = false;
_speed = .Zero;
Score = 0;
}
else if (!Started)
{
_position = .Zero;
if (Input.IsKeyPressing(Key.Space))
Started = true;
else
break;
}
UpdatePosition(gameTime);
if (Started)
CheckDead();
}
UpdateParticles(gameTime);
}
private void UpdateParticles(GameTime gameTime)
{
_particleSystem.Position = Position - Direction * 0.4f;
_particleSystem.EmissionDirection = -Direction;
_particleSystem.EmissionVelocity = FlightSpeed * 2;
_particleSystem.EmissionAngle = MathHelper.PiOverFour / 2;
_particleSystem.Emit = !Dead;
if (Input.IsKeyPressing(Key.Space))
{
_particleSystem.EmissionRate = 100;
_particleSystem.EmissionSize = 0.125f;
_particleSystem.EmissionSizeVariance = 0.025f;
_particleSystem.EmmisionColor = .(255, 106, 0);
}
else if (Input.IsKeyReleasing(Key.Space))
{
_particleSystem.EmissionRate = 10;
_particleSystem.EmissionSize = 0.075f;
_particleSystem.EmissionSizeVariance = 0.025f;
_particleSystem.EmmisionColor = .(140, 126, 93);
}
_particleSystem.Update(gameTime);
}
public void Draw()
{
_particleSystem.Draw();
Renderer2D.DrawQuad(Vector3(_position, 5), .One, _rotation, _rocketTexture, .White);
}
private void UpdatePosition(GameTime gameTime)
{
_acceleration.Y = 0;
if (!Dead && Input.IsKeyPressed(Key.Space))
{
_acceleration.Y += Power;
}
Vector2 newSpeed = _speed + (_acceleration + _gravity) * gameTime.DeltaTime;
Vector2 newPosition = _position + newSpeed * gameTime.DeltaTime;
_speed = newSpeed;
_position = newPosition;
float ang = Math.Atan2(_speed.Y, 5) - MathHelper.PiOverTwo;
_rotation = ang;
_direction = Vector2.Normalize(_speed + .(5, 0));
_rocketLine = .(_position - _direction / 2.8f, _position + _direction / 2.4f);
}
const float worldBorder = 2.1f;
private void CheckDead()
{
if (Math.Abs(_position.Y) >= worldBorder)
{
Dead = true;
_speed.Y *= -0.8f;
_position.Y = Math.Clamp(_position.Y, -worldBorder, worldBorder);
}
CheckObstacles();
}
private int scoreLine = -1;
private void CheckObstacles()
{
for (Obstacle obs in Obstacles)
{
//const float f = Vector2.One.Magnitude();
float f = Vector2.One.Magnitude();
Vector2 center = obs.Position;
Vector2 topCenter = center + .(0, obs.HoleSize);
Vector2 topTip = topCenter - .(0, 2.5f * f);
Vector2 topRight = topCenter - .(f, 0);
Vector2 topLeft = topCenter + .(f, 0);
Vector2 bottomCenter = center - .(0, obs.HoleSize);
Vector2 bottomTip = bottomCenter + .(0, 2.5f * f);
Vector2 bottomRight = bottomCenter - .(f, 0);
Vector2 bottomLeft = bottomCenter + .(f, 0);
Line2D bottomR = .(bottomTip, bottomRight);
Line2D bottomL = .(bottomTip, bottomLeft);
Line2D topR = .(topTip, topRight);
Line2D topL = .(topTip, topLeft);
if ((bottomR.Intersects(_rocketLine) case .Intersection) ||
(bottomL.Intersects(_rocketLine) case .Intersection) ||
(topR.Intersects(_rocketLine) case .Intersection) ||
(topL.Intersects(_rocketLine) case .Intersection))
{
Dead = true;
}
if (!Dead)
{
if (Line2D(bottomTip, topTip).Intersects(_rocketLine) case .Intersection)
{
scoreLine = @obs.Index;
}
else if (scoreLine == @obs.Index)
{
Score++;
scoreLine = -1;
}
}
}
}
}
}
+6 -2
View File
@@ -18,13 +18,17 @@ namespace Sandbox
{
public this()
{
#if GAMMA_TEST
Window.Title = "Single Stage to Highscore";
Window.SetIcon("content/RocketGame/RocketIcon.ico");
/*#if GAMMA_TEST
PushLayer(new GammaTestLayer());
#elif SANDBOX_2D
PushLayer(new ExampleLayer2D());
#else
PushLayer(new ExampleLayer());
#endif
#endif*/
PushLayer(new GameLayer());
}
[Export, LinkName("CreateApplication")]