An SDL wrapper library for .NET.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

191 lines
7.0 KiB

using DotSDL.Events;
using DotSDL.Graphics;
using DotSDL.Input.Keyboard;
using System;
namespace Sample.Sprites {
public class Window : SdlWindow {
private Player _player1, _player2;
private Point _player1Delta, _player2Delta;
private const int ViewMargin = 16;
public Window(int scale) : base("Sprites Test",
new Point(WindowPosUndefined, WindowPosUndefined),
256 * scale, 196 * scale,
256, 196) {
KeyPressed += OnKeyPressed;
KeyReleased += OnKeyReleased;
Background.Height = Background.Width = 1024;
GenerateBackground();
GeneratePlayers();
}
private void GenerateBackground() {
// Draw colored, diagonal strips across the entire background canvas.
var stripRef = new Color[Background.Width * 2];
for(var i = 0; i < Background.Width * 2; i++) {
stripRef[i].R = (byte)(Math.Abs(i % 511 - 255) / 2);
stripRef[i].G = (byte)(80 / (stripRef[i].R + 4) / 2);
stripRef[i].B = (byte)(120 * (Math.Sin(i * Math.PI / 128 + 256) * 0.2 + 0.8));
}
for(var y = 0; y < Background.Height; y++) {
var stripIdx = y % Background.Width;
for(var x = 0; x < Background.Width; x++) {
var pix = y * Background.Width + x;
Background.Pixels[pix] = stripRef[stripIdx + x];
}
}
// Darken every other line, because why not. :)
for(var y = 2; y < Background.Height; y += 2) {
for(var x = 0; x < Background.Width; x++) {
var pix = Background.Width * y + x;
Background.Pixels[pix].R = (byte)(Background.Pixels[pix].R * 0.8);
Background.Pixels[pix].G = (byte)(Background.Pixels[pix].G * 0.8);
Background.Pixels[pix].B = (byte)(Background.Pixels[pix].B * 0.8);
}
}
// Finally, draw a dashed border around the edge to show the edge boundaries.
// This routine assumes that the canvas is square.
const int lineSize = 7;
const int margin = 4;
var black = new Color { R = 0, G = 0, B = 0 };
var yellow = new Color { R = 255, G = 255, B = 0 };
for(var i = margin; i < Background.Width - margin; i++) {
// Y axis.
var activeColor = (i - margin) / lineSize % 2 == 1 ? black : yellow;
var pix = Background.Width * i + margin;
Background.Pixels[pix] = activeColor;
pix = Background.Width * i + Background.Width - 1 - margin;
Background.Pixels[pix] = activeColor;
// X axis.
activeColor = (i - margin) / lineSize % 2 == 1 ? yellow : black;
pix = Background.Width * margin + i;
Background.Pixels[pix] = activeColor;
pix = Background.Width * (Background.Height - 1 - margin) + i;
Background.Pixels[pix] = activeColor;
}
}
private void GeneratePlayers() {
var limit = new Point(1024, 1024);
_player1 = new Player(new Color { R = 255, G = 64, B = 64 }, 2, 1, limit);
_player2 = new Player(new Color { R = 64, G = 64, B = 255 }, 3, 2, limit);
_player1.Position.X = 24;
_player1.Position.Y = 24;
_player1.Opacity = 128;
_player1Delta = new Point();
_player2.Position.X = 96;
_player2.Position.Y = 24;
_player2.Opacity = 196;
_player2Delta = new Point();
_player1.Scale.X = 1.5f;
_player1.BlendMode = BlendMode.Additive;
_player2.ScalingQuality = ScalingQuality.Linear;
_player2.Scale.Y = 2.0f;
Sprites.Add(_player1);
Sprites.Add(_player2);
}
private void OnKeyPressed(object sender, KeyboardEvent e) {
switch(e.Keycode) {
case Keycode.Escape:
Stop();
break;
case Keycode.W:
_player1Delta.Y = -1;
break;
case Keycode.S:
_player1Delta.Y = 1;
break;
case Keycode.A:
_player1Delta.X = -1;
break;
case Keycode.D:
_player1Delta.X = 1;
break;
case Keycode.Up:
_player2Delta.Y = -1;
break;
case Keycode.Down:
_player2Delta.Y = 1;
break;
case Keycode.Left:
_player2Delta.X = -1;
break;
case Keycode.Right:
_player2Delta.X = 1;
break;
}
}
private void OnKeyReleased(object sender, KeyboardEvent e) {
switch(e.Keycode) {
case Keycode.W:
case Keycode.S:
_player1Delta.Y = 0;
break;
case Keycode.A:
case Keycode.D:
_player1Delta.X = 0;
break;
case Keycode.Up:
case Keycode.Down:
_player2Delta.Y = 0;
break;
case Keycode.Left:
case Keycode.Right:
_player2Delta.X = 0;
break;
}
}
protected override void OnUpdate() {
_player1.Move(_player1Delta);
_player2.Move(_player2Delta);
var p1End = _player1.Position + _player1.DrawSize;
var p2End = _player2.Position + _player2.DrawSize;
var x1 = (_player1.Position.X <= _player2.Position.X
? _player1.Position.X
: _player2.Position.X) - ViewMargin;
var x2 = (p1End.X >= p2End.X ? p1End.X : p2End.X) + ViewMargin;
var y1 = (_player1.Position.Y <= _player2.Position.Y
? _player1.Position.Y
: _player2.Position.Y) - ViewMargin;
var y2 = (p1End.Y >= p2End.Y ? p1End.Y : p2End.Y) + ViewMargin;
x1 = Math.Clamp(x1, 0, Background.Width - ViewMargin);
x2 = Math.Clamp(x2, ViewMargin, Background.Width);
y1 = Math.Clamp(y1, 0, Background.Height - ViewMargin);
y2 = Math.Clamp(y2, ViewMargin, Background.Height);
CameraView.Position.X = x1;
CameraView.Position.Y = y1;
CameraView.Size.X = x2 - x1;
CameraView.Size.Y = y2 - y1;
WindowTitle = $"({x1} {y2}), ({x2 - x1}, {y2 - y1})" +
$" | P1: {_player1.Position} | P2: {_player2.Position}";
}
}
}