//-----------------------------------------------------------------------------
// AimingGame.cs (moved to Core)
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Content;
namespace Aiming
{
///
/// This sample shows how to aim one object towards another. In this sample, a
/// spotlight turns to aim towards a cat that the player controls.
///
public class AimingGame : Game
{
// how fast can the cat move? this is in terms of pixels per frame.
const float CatSpeed = 10.0f;
// how fast can the spot light turn? this is in terms of radians per frame.
const float SpotlightTurnSpeed = 0.025f;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D spotlightTexture;
Vector2 spotlightPosition = new Vector2();
Vector2 spotlightOrigin = new Vector2();
float spotlightAngle = 0.0f;
Texture2D catTexture;
Vector2 catPosition = new Vector2();
Vector2 catOrigin = new Vector2();
public AimingGame()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 480;
graphics.PreferredBackBufferHeight = 640;
#if MOBILE
graphics.IsFullScreen = true;
#endif
}
protected override void Initialize()
{
base.Initialize();
Viewport vp = graphics.GraphicsDevice.Viewport;
spotlightPosition.X = vp.X + vp.Width / 2;
spotlightPosition.Y = vp.Y + vp.Height / 2;
catPosition.X = vp.X + vp.Width / 4;
catPosition.Y = vp.Y + vp.Height / 2;
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
spotlightTexture = Content.Load("spotlight");
spotlightOrigin.X = spotlightTexture.Width / 2;
spotlightOrigin.Y = spotlightTexture.Height / 2;
catTexture = Content.Load("cat");
catOrigin.X = catTexture.Width / 2;
catOrigin.Y = catTexture.Height / 2;
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// Move the cat with arrow keys or touch
Vector2 move = Vector2.Zero;
KeyboardState keyState = Keyboard.GetState();
if (keyState.IsKeyDown(Keys.Left)) move.X -= 1;
if (keyState.IsKeyDown(Keys.Right)) move.X += 1;
if (keyState.IsKeyDown(Keys.Up)) move.Y -= 1;
if (keyState.IsKeyDown(Keys.Down)) move.Y += 1;
if (move.Length() > 1)
move.Normalize();
catPosition += move * CatSpeed;
// Touch input (for mobile)
TouchCollection touches = TouchPanel.GetState();
if (touches.Count > 0)
{
Vector2 touch = touches[0].Position;
Vector2 diff = touch - catPosition;
if (diff.Length() > CatSpeed)
{
diff.Normalize();
catPosition += diff * CatSpeed;
}
else
{
catPosition = touch;
}
}
// Aim the spotlight at the cat
Vector2 toCat = catPosition - spotlightPosition;
float desiredAngle = (float)Math.Atan2(toCat.Y, toCat.X);
float delta = MathHelper.WrapAngle(desiredAngle - spotlightAngle);
if (Math.Abs(delta) < SpotlightTurnSpeed)
spotlightAngle = desiredAngle;
else
spotlightAngle += Math.Sign(delta) * SpotlightTurnSpeed;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.MonoGameOrange);
spriteBatch.Begin();
spriteBatch.Draw(spotlightTexture, spotlightPosition, null, Color.White, spotlightAngle, spotlightOrigin, 1.0f, SpriteEffects.None, 0f);
spriteBatch.Draw(catTexture, catPosition, null, Color.White, 0f, catOrigin, 1.0f, SpriteEffects.None, 0f);
spriteBatch.End();
base.Draw(gameTime);
}
}
}