AxiosEngine-old 

AxiosEngine-old Commit Details


Date:2012-05-12 22:02:00 (12 years 7 months ago)
Author:Natalie Adams
Branch:default
Commit:4ddbdd33fc18
Parents: 8687559a9f72
Message:Modfying draw method in AxiosGameScreen to draw Gleed2D textures

Changes:
Aaxios/Engine/Gleed2D/Camera.cs (full)
Maxios/Axios_WP7.csproj (1 diff)
Maxios/Axios_Windows.csproj (1 diff)
Maxios/Axios_Xbox_360.csproj (1 diff)
Maxios/Axios_settings.cs (1 diff)
Maxios/Engine/AxiosGameScreen.cs (5 diffs)
Maxios/Engine/Gleed2D/CircleItem.cs (1 diff)
Maxios/Engine/Gleed2D/PathItem.cs (1 diff)
Maxios/Engine/Gleed2D/RectangleItem.cs (1 diff)
Maxios/Engine/Gleed2D/TextureItem.cs (1 diff)

File differences

axios/Axios_WP7.csproj
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<Compile Include="Engine\File\AxiosIsolatedFile.cs" />
<Compile Include="Engine\File\AxiosRegularFile.cs" />
<Compile Include="Engine\File\AxiosTitleFile.cs" />
<Compile Include="Engine\Gleed2D\Camera.cs" />
<Compile Include="Engine\Gleed2D\CircleItem.cs" />
<Compile Include="Engine\Gleed2D\CustomProperty.cs" />
<Compile Include="Engine\Gleed2D\Item.cs" />
axios/Axios_Windows.csproj
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<Compile Include="Engine\File\AxiosIsolatedFile.cs" />
<Compile Include="Engine\File\AxiosRegularFile.cs" />
<Compile Include="Engine\File\AxiosTitleFile.cs" />
<Compile Include="Engine\Gleed2D\Camera.cs" />
<Compile Include="Engine\Gleed2D\CircleItem.cs" />
<Compile Include="Engine\Gleed2D\CustomProperty.cs" />
<Compile Include="Engine\Gleed2D\Item.cs" />
axios/Axios_Xbox_360.csproj
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<Compile Include="Engine\File\AxiosIsolatedFile.cs" />
<Compile Include="Engine\File\AxiosRegularFile.cs" />
<Compile Include="Engine\File\AxiosTitleFile.cs" />
<Compile Include="Engine\Gleed2D\Camera.cs" />
<Compile Include="Engine\Gleed2D\CircleItem.cs" />
<Compile Include="Engine\Gleed2D\CustomProperty.cs" />
<Compile Include="Engine\Gleed2D\Item.cs" />
axios/Axios_settings.cs
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* - Adding a cache for loading in textures for Gleed2D
* - Adding GetStream(FileMode) to get the stream of a file
* - Adding support to load a Gleed2D level from a stream
* - Adjusting units for Gleed2D position for Farseer bodies
* - Modfying draw method in AxiosGameScreen to draw Gleed2D textures
*
*/
axios/Engine/AxiosGameScreen.cs
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using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using GameStateManagement;
using Axios.Engine.Gleed2D;
namespace Axios.Engine
{
private AxiosUIObject prevuiobj;
private AxiosUIObject prevuifocusobj;
protected Level Level;
private Camera camera;
public AxiosGameScreen()
: base()
{
this._uiobjects = new List<AxiosUIObject>();
prevuiobj = null;
prevuifocusobj = null;
}
/*public void AddGameObject<T>(T gameobject)
public override void Activate(bool instancePreserved)
{
base.Activate(instancePreserved);
#if DEBUG
if (!Axios.Settings.ScreenSaver)
this.DebugSpriteFont = man.Load<SpriteFont>(this.DebugTextFont);
}
#endif
camera = new Camera(ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height);
}
public override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
if (Level != null)
{
foreach (Layer layer in Level.Layers)
{
Vector2 oldcameraposition = camera.Position;
camera.Position *= layer.ScrollSpeed;
ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, camera.matrix);
layer.draw(ScreenManager.SpriteBatch);
ScreenManager.SpriteBatch.End();
camera.Position = oldcameraposition;
}
}
foreach (AxiosGameObject g in (from x in (from i in _gameObjects where i is IDrawableAxiosGameObject select (IDrawableAxiosGameObject)i) orderby x.DrawOrder select x))
((IDrawableAxiosGameObject)g).Draw(this, gameTime);
foreach(AxiosUIObject g in (from x in _uiobjects orderby x.DrawOrder select x))
((IDrawableAxiosGameObject)g).Draw(this, gameTime);
//System.Diagnostics.Debugger.Break();
}
public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen)
axios/Engine/Gleed2D/Camera.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace Axios.Engine.Gleed2D
{
public class Camera
{
Vector2 position;
public Vector2 Position
{
get
{
return position;
}
set
{
position = value;
updatematrix();
}
}
float rotation;
public float Rotation
{
get
{
return rotation;
}
set
{
rotation = value;
updatematrix();
}
}
float scale;
public float Scale
{
get
{
return scale;
}
set
{
scale = value;
updatematrix();
}
}
public Matrix matrix;
Vector2 viewport; //width and height of the viewport
public Camera(float width, float height)
{
position = Vector2.Zero;
rotation = 0;
scale = 1.0f;
viewport = new Vector2(width, height);
updatematrix();
}
void updatematrix()
{
matrix = Matrix.CreateTranslation(-position.X, -position.Y, 0.0f) *
Matrix.CreateRotationZ(rotation) *
Matrix.CreateScale(scale) *
Matrix.CreateTranslation(viewport.X / 2, viewport.Y / 2, 0.0f);
}
public void updateviewport(float width, float height)
{
viewport.X = width;
viewport.Y = height;
updatematrix();
}
}
}
axios/Engine/Gleed2D/CircleItem.cs
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base.load(cm, world, ref cache);
_body = BodyFactory.CreateCircle(world, Radius, 1f);
_body.Position = Position;
_body.Position = ConvertUnits.ToSimUnits(Position);
_body.UserData = this;
}
axios/Engine/Gleed2D/PathItem.cs
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v.Add(new Vector2(ConvertUnits.ToSimUnits(vec.X), ConvertUnits.ToSimUnits(vec.Y)));
_body = BodyFactory.CreateLoopShape(world, v);
_body.Position = this.Position;
_body.Position = ConvertUnits.ToSimUnits(this.Position);
_body.UserData = this;
}
axios/Engine/Gleed2D/RectangleItem.cs
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base.load(cm, world, ref cache);
_body = BodyFactory.CreateRectangle(world, Width, Height, 1f);
_body.Position = Position;
_body.Position = ConvertUnits.ToSimUnits(Position);
_body.UserData = this;
}
}
axios/Engine/Gleed2D/TextureItem.cs
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/// <summary>
/// The item's scale factor.
/// </summary>
public float Scale;
public Vector2 Scale;
/// <summary>
/// The color to tint the item's texture with (use white for no tint).

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