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Game1.cs
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Game1.cs
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using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace spatial_hash
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private SpatialHash spatialHash;
private List<Box> entities;
private Texture2D recTexture2D;
private Random random;
private FrameCounter _frameCounter = new FrameCounter();
private SpriteFont spriteFont;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
//graphics.GraphicsDevice.Viewport.
}
/// <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
spatialHash = new SpatialHash(graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, 32);
random = new Random();
entities = new List<Box>();
addEntities(10);
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);
recTexture2D = new Texture2D(graphics.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
recTexture2D.SetData(new[] { Color.White });
spriteFont = Content.Load<SpriteFont>("SpriteFont1");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific 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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if (Keyboard.GetState().IsKeyDown(Keys.A))
addEntities(10);
// TODO: Add your update logic here
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.Black);
spriteBatch.Begin();
drawGrid();
foreach (var box in entities)
{
box.update((float)gameTime.ElapsedGameTime.TotalSeconds);
spatialHash.updateBody(box);
Color color;
if (spatialHash.isBodySharingAnyCell(box))
{
color = Color.Red;
}
else
{
color = box.color;
}
drawRect((int)box.x, (int)box.y, (int)box.width, (int)box.height, 1, color);
}
var fps = string.Format("FPS: {0} Box: {1}", _frameCounter.AverageFramesPerSecond, entities.Count);
_frameCounter.Update((float) gameTime.ElapsedGameTime.TotalSeconds);
spriteBatch.DrawString(spriteFont, fps, new Vector2(1, 1), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
private void drawRect(int x, int y, int widht, int height, int thicknessOfBorder, Color borderColor)
{
Rectangle rectangleToDraw = new Rectangle(x, y, widht, height);
// Draw top line
spriteBatch.Draw(recTexture2D, new Rectangle(rectangleToDraw.X, rectangleToDraw.Y, rectangleToDraw.Width, thicknessOfBorder), borderColor);
// Draw left line
spriteBatch.Draw(recTexture2D, new Rectangle(rectangleToDraw.X, rectangleToDraw.Y, thicknessOfBorder, rectangleToDraw.Height), borderColor);
// Draw right line
spriteBatch.Draw(recTexture2D, new Rectangle((rectangleToDraw.X + rectangleToDraw.Width - thicknessOfBorder),
rectangleToDraw.Y,
thicknessOfBorder,
rectangleToDraw.Height), borderColor);
// Draw bottom line
spriteBatch.Draw(recTexture2D, new Rectangle(rectangleToDraw.X,
rectangleToDraw.Y + rectangleToDraw.Height - thicknessOfBorder,
rectangleToDraw.Width,
thicknessOfBorder), borderColor);
}
private void drawGrid(bool onlyDrawOccupiedCells = true)
{
if (onlyDrawOccupiedCells)
{
for (int i = 0; i < spatialHash.grid.Count; i++)
{
if (spatialHash.grid[i].Count > 0)
{
float x = (float)((decimal)(i % spatialHash.gridWidth) * spatialHash.cellSize);
float y = (float)(Math.Floor((decimal)i / spatialHash.gridWidth) * spatialHash.cellSize);
Color color;
if (spatialHash.grid[i].Count == 1)
{
color = new Color(0.4f, 0.4f, 0.4f, 0.4f);
}
else
{
color = new Color(0.7f, 0.4f, 0.4f, 0.6f);
}
drawRect((int)x, (int)y, spatialHash.cellSize, spatialHash.cellSize, 1, color);
}
}
}
else
{
//TODO
}
}
private void addEntities(int totalToAdd)
{
for (int i = 0; i < totalToAdd; i++)
{
var box = new Box(graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, random);
spatialHash.addBody(box);
entities.Add(box);
}
}
}
}