mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-26 00:45:20 +00:00
114 lines
4.2 KiB
C#
114 lines
4.2 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MonoGame.Extended;
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using MonoGame.Extended.BitmapFonts;
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using MonoGame.Extended.Maps.Tiled;
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using MonoGame.Extended.Sprites;
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using MonoGame.Extended.ViewportAdapters;
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namespace Demo.TiledMaps
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{
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public class Game1 : Game
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{
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// ReSharper disable once NotAccessedField.Local
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private GraphicsDeviceManager _graphicsDeviceManager;
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private SpriteBatch _spriteBatch;
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private Texture2D _texture;
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private Sprite _sprite;
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private ViewportAdapter _viewportAdapter;
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private Camera2D _camera;
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private TiledMap _tiledMap;
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private BitmapFont _bitmapFont;
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public Game1()
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{
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_graphicsDeviceManager = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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IsMouseVisible = true;
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Window.AllowUserResizing = true;
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}
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protected override void LoadContent()
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{
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_viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
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_camera = new Camera2D(_viewportAdapter) {Zoom = 0.5f};
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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_texture = Content.Load<Texture2D>("monogame-extended-logo");
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_bitmapFont = Content.Load<BitmapFont>("montserrat-32");
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_sprite = new Sprite(_texture) { Position = new Vector2(600, 240) };
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_tiledMap = Content.Load<TiledMap>("level01");
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_camera.LookAt(new Vector2(_tiledMap.WidthInPixels, _tiledMap.HeightInPixels) * 0.5f);
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}
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protected override void UnloadContent()
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{
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}
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protected override void Update(GameTime gameTime)
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{
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var deltaSeconds = (float)gameTime.ElapsedGameTime.TotalSeconds;
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var keyboardState = Keyboard.GetState();
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var mouseState = Mouse.GetState();
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if (keyboardState.IsKeyDown(Keys.Escape))
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Exit();
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const float cameraSpeed = 200f;
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const float zoomSpeed = 0.2f;
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if (keyboardState.IsKeyDown(Keys.W) || keyboardState.IsKeyDown(Keys.Up))
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_camera.Move(new Vector2(0, -cameraSpeed) * deltaSeconds);
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if (keyboardState.IsKeyDown(Keys.A) || keyboardState.IsKeyDown(Keys.Left))
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_camera.Move(new Vector2(-cameraSpeed, 0) * deltaSeconds);
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if (keyboardState.IsKeyDown(Keys.S) || keyboardState.IsKeyDown(Keys.Down))
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_camera.Move(new Vector2(0, cameraSpeed) * deltaSeconds);
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if (keyboardState.IsKeyDown(Keys.D) || keyboardState.IsKeyDown(Keys.Right))
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_camera.Move(new Vector2(cameraSpeed, 0) * deltaSeconds);
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if (keyboardState.IsKeyDown(Keys.R))
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_camera.ZoomIn(zoomSpeed * deltaSeconds);
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if (keyboardState.IsKeyDown(Keys.F))
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_camera.ZoomOut(zoomSpeed * deltaSeconds);
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_sprite.Rotation += MathHelper.ToRadians(5) * deltaSeconds;
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_sprite.Position = _camera.ScreenToWorld(mouseState.X, mouseState.Y);
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(_tiledMap.BackgroundColor ?? Color.Black);
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_spriteBatch.Begin(transformMatrix: _camera.GetViewMatrix());
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// you can draw the whole map all at once
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//_spriteBatch.Draw(_tiledMap, _camera);
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// or you can have more control over drawing each individual layer
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foreach (var layer in _tiledMap.Layers)
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{
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_spriteBatch.Draw(_sprite);
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_spriteBatch.Draw(layer, _camera);
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}
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_spriteBatch.End();
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var textColor = Color.Black;
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_spriteBatch.Begin(samplerState: SamplerState.PointClamp, blendState: BlendState.AlphaBlend);
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_spriteBatch.DrawString(_bitmapFont, "WASD/Arrows: move", new Vector2(5, 5), textColor);
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_spriteBatch.DrawString(_bitmapFont, "RF: zoom", new Vector2(5, 5 + _bitmapFont.LineHeight), textColor);
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_spriteBatch.End();
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base.Draw(gameTime);
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}
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}
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}
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