1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using Microsoft.Xna.Framework; |
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5 | using Microsoft.Xna.Framework.Audio; |
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6 | using Microsoft.Xna.Framework.Content; |
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7 | using Microsoft.Xna.Framework.GamerServices; |
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8 | using Microsoft.Xna.Framework.Graphics; |
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9 | using Microsoft.Xna.Framework.Input; |
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10 | using Microsoft.Xna.Framework.Media; |
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11 | |
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12 | namespace SpaceWorld |
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13 | { |
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14 | /// <summary> |
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15 | /// This is the main type for your game |
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16 | /// </summary> |
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17 | public class Game1 : Microsoft.Xna.Framework.Game |
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18 | { |
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19 | GraphicsDeviceManager graphics; |
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20 | GraphicsDevice device; |
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21 | SpriteBatch spriteBatch; |
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22 | |
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23 | List<WorldPoint> points; |
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24 | //WorldPoint point, point2, point3, point4; |
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25 | BasicEffect effect; |
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26 | |
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27 | Matrix viewMatrix, projectionMatrix; |
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28 | |
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29 | public Game1() |
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30 | { |
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31 | graphics = new GraphicsDeviceManager(this); |
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32 | Content.RootDirectory = "Content"; |
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33 | } |
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34 | |
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35 | /// <summary> |
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36 | /// Allows the game to perform any initialization it needs to before starting to run. |
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37 | /// This is where it can query for any required services and load any non-graphic |
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38 | /// related content. Calling base.Initialize will enumerate through any components |
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39 | /// and initialize them as well. |
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40 | /// </summary> |
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41 | protected override void Initialize() |
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42 | { |
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43 | // TODO: Add your initialization logic here |
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44 | IsMouseVisible = true; |
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45 | base.Initialize(); |
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46 | } |
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47 | |
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48 | /// <summary> |
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49 | /// LoadContent will be called once per game and is the place to load |
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50 | /// all of your content. |
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51 | /// </summary> |
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52 | protected override void LoadContent() |
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53 | { |
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54 | // Create a new SpriteBatch, which can be used to draw textures. |
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55 | device = graphics.GraphicsDevice; |
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56 | spriteBatch = new SpriteBatch(GraphicsDevice); |
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57 | |
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58 | effect = new BasicEffect(device); |
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59 | |
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60 | points = new List<WorldPoint>(); |
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61 | |
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62 | Random r = new Random(); |
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63 | /*for (int i = 0; i < 10; i++) |
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64 | { |
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65 | WorldPoint point = new WorldPoint(new Vector2((float)r.NextDouble() * 400 - 200, (float)r.NextDouble() * 200 - 100)); |
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66 | points.Add(point); |
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67 | }*/ |
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68 | |
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69 | WorldPoint point = new WorldPoint(new Vector2(-10, 0)); |
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70 | points.Add(point); |
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71 | point = new WorldPoint(new Vector2(10, 0)); |
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72 | points.Add(point); |
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73 | |
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74 | projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 300.0f); |
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75 | //projectionMatrix = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, 0.1f, 100); |
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76 | viewMatrix = Matrix.CreateLookAt(new Vector3(0, 0, 20), Vector3.Zero, Vector3.Up); |
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77 | // TODO: use this.Content to load your game content here |
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78 | } |
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79 | |
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80 | /// <summary> |
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81 | /// UnloadContent will be called once per game and is the place to unload |
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82 | /// all content. |
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83 | /// </summary> |
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84 | protected override void UnloadContent() |
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85 | { |
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86 | // TODO: Unload any non ContentManager content here |
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87 | } |
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88 | |
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89 | /// <summary> |
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90 | /// Allows the game to run logic such as updating the world, |
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91 | /// checking for collisions, gathering input, and playing audio. |
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92 | /// </summary> |
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93 | /// <param name="gameTime">Provides a snapshot of timing values.</param> |
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94 | protected override void Update(GameTime gameTime) |
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95 | { |
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96 | // Allows the game to exit |
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97 | if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) |
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98 | this.Exit(); |
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99 | |
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100 | // TODO: Add your update logic here |
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101 | |
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102 | base.Update(gameTime); |
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103 | } |
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104 | |
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105 | /// <summary> |
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106 | /// This is called when the game should draw itself. |
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107 | /// </summary> |
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108 | /// <param name="gameTime">Provides a snapshot of timing values.</param> |
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109 | protected override void Draw(GameTime gameTime) |
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110 | { |
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111 | GraphicsDevice.Clear(Color.Black); |
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112 | RasterizerState rs = new RasterizerState(); |
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113 | rs.FillMode = FillMode.WireFrame; |
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114 | |
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115 | //device.RasterizerState = rs; |
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116 | effect.Projection = projectionMatrix; |
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117 | effect.VertexColorEnabled = true; |
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118 | effect.View = viewMatrix; |
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119 | effect.World = Matrix.Identity; |
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120 | foreach (EffectPass pass in effect.CurrentTechnique.Passes) |
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121 | { |
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122 | pass.Apply(); |
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123 | foreach (WorldPoint point in points) |
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124 | { |
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125 | point.Draw(device); |
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126 | } |
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127 | } |
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128 | |
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129 | |
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130 | |
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131 | base.Draw(gameTime); |
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132 | } |
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133 | } |
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134 | } |
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