Thank you to anyone who has already donated - your generous donations helped make three months of treatment possible.
My brother Nate continues to fight stage IV Hodgkin's lymphoma. He's just 31, with a wife and baby girl. They have no active income (since he's been unable to return to work), no insurance, and cannot afford the treatment he needs. Nate and his family need your help. Please consider a donation, every dollar helps. Thanks.
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Storage; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace MyFirstGame { public class Camera { private readonly Viewport _viewport; public Camera(Viewport viewport) { _viewport = viewport; Origin = new Vector2(viewport.Width / 2.0f, viewport.Height / 2.0f); Zoom = 1.0f; } public Vector2 _position; public Vector2 Position { get {return _position; } set { _position = value; // If there's a limit set and the camera is not transformed clamp position to limits if (Limits != null && Zoom == 1.0f && Rotation == 0.0f) { _position.X = MathHelper.Clamp(_position.X, Limits.Value.X, Limits.Value.X + Limits.Value.Width - _viewport.Width); _position.Y = MathHelper.Clamp(_position.Y, Limits.Value.Y, Limits.Value.Y + Limits.Value.Height - _viewport.Height); } } } public Vector2 Origin { get; set; } public float Zoom { get; set; } public float Rotation { get; set; } public Rectangle? Limits { get { return _limits; } set { if (value != null) { // Assign limit but make sure it's always bigger than the viewport _limits = new Rectangle { X = value.Value.X, Y = value.Value.Y, Width = System.Math.Max(_viewport.Width, value.Value.Width), Height = System.Math.Max(_viewport.Height, value.Value.Height) }; // Validate camera position with new limit Position = Position; } else { _limits = null; } } } public Rectangle? _limits; public void LookAt(Vector2 position) { Position = position - new Vector2(_viewport.Width / 2.0f, _viewport.Height / 2.0f); } public Matrix GetViewMatrix() { // To add parallax, simply multiply it by the position return Matrix.CreateTranslation(new Vector3(-Position, 0.0f)) * // The next line has a catch. See note below. Matrix.CreateTranslation(new Vector3(-Origin, 0.0f)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(Zoom, Zoom, 1) * Matrix.CreateTranslation(new Vector3(Origin, 0.0f)); } } } using System.Collections.Generic; using System.Text; using System; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Demina; namespace MyFirstGame { : DrawableGameComponent { //The current position of the Sprite public Vector2 X; public int V = 640; public Vector2 Position; public AnimationPlayer animationPlayer; //SpriteBatch spriteBatch; public Rectangle Size; Rectangle mSource; Camera cam; //GraphicsDeviceManager graphics; /* public Rectangle Source { get {return mSource; } set { mSource = value; // Size = new Rectangle(0, 0, (int)(mSource.Width * Scale), (int)(mSource.Height * Scale)); } } //The amount to increase/decrease the size of the original sprite. private float mScale = 1.0f; //When the scale is modified throught he property, the Size of the //sprite is recalculated with the new scale applied. public float Scale { get {return mScale; } set { mScale = value; //Recalculate the Size of the Sprite with the new scale Size = new Rectangle(0, 0, (int)(Source.Width * Scale), (int)(Source.Height * Scale)); } } */ public Sprite(Game game) : base(game) { } //Load the texture for the sprite using the Content Pipeline public void LoadContent(ContentManager theContentManager, GraphicsDevice graphics) //string theAssetName { cam = new Camera(graphics.Viewport); animationPlayer = new AnimationPlayer(); X = new Vector2(700, 400); animationPlayer.AddAnimation("runright", theContentManager.Load<Animation>("Animation/runright")); animationPlayer.AddAnimation("runleft", theContentManager.Load<Animation>("Animation/runleft")); animationPlayer.AddAnimation("combatright", theContentManager.Load<Animation>("Animation/combatanimation")); animationPlayer.AddAnimation("combatleft", theContentManager.Load<Animation>("Animation/combatanimationleft")); animationPlayer.AddAnimation("combatrunright", theContentManager.Load<Animation>("Animation/combatrunright")); animationPlayer.AddAnimation("combatrunleft", theContentManager.Load<Animation>("Animation/combatrunleft")); animationPlayer.AddAnimation("crouchright", theContentManager.Load<Animation>("Animation/crouch")); animationPlayer.AddAnimation("crouchleft", theContentManager.Load<Animation>("Animation/crouchleft")); animationPlayer.AddAnimation("idlecombatright", theContentManager.Load<Animation>("Animation/idlecombatright")); animationPlayer.AddAnimation("idlecombatleft", theContentManager.Load<Animation>("Animation/idlecombatleft")); animationPlayer.AddAnimation("jumpright", theContentManager.Load<Animation>("Animation/Jump")); animationPlayer.AddAnimation("jumpleft", theContentManager.Load<Animation>("Animation/jumpleft")); animationPlayer.AddAnimation("landright", theContentManager.Load<Animation>("Animation/Land")); animationPlayer.AddAnimation("landleft", theContentManager.Load<Animation>("Animation/landleft")); animationPlayer.AddAnimation("slowdownright", theContentManager.Load<Animation>("Animation/slowdown")); animationPlayer.AddAnimation("slowdownleft", theContentManager.Load<Animation>("Animation/slowdownleft")); animationPlayer.AddAnimation("standstillright", theContentManager.Load<Animation>("Animation/standstill")); animationPlayer.AddAnimation("standstillleft", theContentManager.Load<Animation>("Animation/standstillleft")); animationPlayer.AddAnimation("swordslash1right", theContentManager.Load<Animation>("Animation/swordslash1x")); animationPlayer.AddAnimation("swordslash1left", theContentManager.Load<Animation>("Animation/swordslash1left")); animationPlayer.AddAnimation("swordslash2right", theContentManager.Load<Animation>("Animation/swordslash2x")); animationPlayer.AddAnimation("swordslash2left", theContentManager.Load<Animation>("Animation/swordslash2left")); animationPlayer.AddAnimation("swordslash3right", theContentManager.Load<Animation>("Animation/swordslash3x")); animationPlayer.AddAnimation("swordslash3left", theContentManager.Load<Animation>("Animation/swordslash3left")); animationPlayer.AddAnimation("swordslash0right", theContentManager.Load<Animation>("Animation/swordslashstart")); animationPlayer.AddAnimation("swordslash0left", theContentManager.Load<Animation>("Animation/swordslashstartleft")); animationPlayer.StartAnimation("standstillright"); } //Update the Sprite and change it's position based on the passed in speed, direction and elapsed time. public void Update(GameTime theGameTime, Vector2 theSpeed, Vector2 theDirection) { //KeyboardState aCurrentKeyboardState = Keyboard.GetState(); X += theDirection * theSpeed * (float)theGameTime.ElapsedGameTime.TotalSeconds; Position = X; } //Draw the sprite to the screen public void Draw(SpriteBatch theSpriteBatch) { animationPlayer.Draw(theSpriteBatch, new Vector2(1000, X.Y),false,false,0,Color.White,new Vector2(1,1),cam.GetViewMatrix()); } public static bool CharacterMapCollision(Vector2 PositionChar) { Rectangle RectangleCharacter = new Rectangle((int)PositionChar.X, (int)PositionChar.Y, 200, 200); Rectangle Rectanglefloor = new Rectangle(-100, 800, 6400, 850); if (RectangleCharacter.Intersects(Rectanglefloor)) return false; return true; } public class Game1 : Microsoft.Xna.Framework.Game { public GraphicsDeviceManager graphics; Sprite sprite; public SpriteBatch spriteBatch; MyCharacter mMyCharacter; Enemy firstenemy; Map map; ScreenManager screenManager; public bool end; public Camera camera; static readonly string[] preloadAssets = { "gradient", }; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); } /// <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() { // TODO: Add your initialization logic here graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; //graphics.PreferredBackBufferWidth = 1920; //graphics.PreferredBackBufferHeight = 1200; graphics.ApplyChanges(); base.Initialize(); } /// <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); camera = new Camera(GraphicsDevice.Viewport); base.LoadContent(); foreach (string asset in preloadAssets) { Content.Load<object>(asset); } //blah.LoadContent(Content); //worldmatrix = Matrix sprite = new Sprite(this); Components.Add(sprite); map = new Map(this); map.LoadContent(this.Content); mMyCharacter = new MyCharacter(this); mMyCharacter.LoadContent(this.Content, GraphicsDevice); firstenemy = new Enemy(); firstenemy.Load(this.Content); camera.Limits = new Rectangle(0, 0, 6100, 720); // camera.Limits = new Rectangle(650, 360, 6100, 0); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all 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) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); mMyCharacter.Update(gameTime); firstenemy.Update(gameTime); camera.LookAt(mMyCharacter.X); 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.CornflowerBlue); Vector2 parallax = new Vector2(1f);//(0.5f); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.GetViewMatrix()); map.Draw(mMyCharacter, this.spriteBatch, gameTime); spriteBatch.End(); mMyCharacter.Draw(this.spriteBatch); // firstenemy.Draw(this.spriteBatch); // spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.GetViewMatrix(parallax)); //map.overlay(mMyCharacter, this.spriteBatch); //map.Drawdraw(mMyCharacter, this.spriteBatch, cam); //spriteBatch.End(); base.Draw(gameTime); } } } |