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Riemers2DXNA22resolution

Simon (darkside) Jackson edited this page Sep 1, 2020 · 3 revisions

Resolution independency

With all of the features in our 2D game implemented there is just one more important thing we need to keep in mind, "what if would game look like when ran on another computer". When you are playing the game in a window of a fixed size this will not give us too much trouble. However, when the size of your window depends on the resolution used by the user, you will need to make a few small changes to your code. Otherwise, if the game could run in a larger window, the game would only fill the top-left portion of the whole screen.

Determining the screen dimensions

When dealing with different resolutions, there are basically 2 solutions:

  • You can scale all graphics of your game to fit the current resolution. On larger resolutions, this might make your graphics look less nice as they are being stretched.
  • You can make the best use of the pixels that are available. In the case of our game, this would result in a larger terrain and thus to a larger distance between all players, making it more difficult to hit each other.

Since both approaches have their pros and cons, let us discuss both of them. We will make it very easy to switch between them using a global Boolean, that should be added to our list of variables in the Properties section of our code, together with the native resolution of the game:

    private const bool _resolutionIndependent = false;
    private Vector2 _baseScreenSize = new Vector2(800, 600);

When resolutionIndependent is true, the first approach will be followed, scaling our entire game from (800,600) to fit the current resolution.

Note, this might also change the aspect ratio of the view. Iif the user’s current resolution is (800,800), our game will only be stretched vertically.

If resolutionIndependent is false, the second approach will be followed. Let us first make a small adjustment in our LoadContent method, here we have defined the screenWidth and screenHeight values based on what we configured in the Initialize method. This defines the size of our screen that our code uses, when going for scaling our code needs to know the native screen size, as the resulting scene will be stretched in the Draw method.

    if (_resolutionIndependent)
    {
        _screenWidth = (int)_baseScreenSize.X;
        _screenHeight = (int)_baseScreenSize.Y;
    }
    else
    {
        _screenWidth = _device.PresentationParameters.BackBufferWidth;
        _screenHeight = _device.PresentationParameters.BackBufferHeight;
    }

Determining the screen scaling factors

When resolutionIndependent is false, things can be done the ‘old’ way, the code will create textures that are of the same size as the real resolution. This will result in a larger terrain, which can be rendered to the screen as it is.

The last changes we need to make are obviously in the Draw method. In case resolutionIndependent is true, we need to scale our entire scene so it perfectly fits the screen, therefore, we are first going to calculate exactly how much we need to scale the scene. Since the vertical and horizontal scaling can be different, we need to find 2 values, but instead of storing them in a Vector2, these will be stored in a Vector3 and using the 3rd component (which be set to 1) later on as we will need a Vector3 and not a Vector2.

Put this code at the top of our Draw method:

    Vector3 screenScalingFactor;
    if (_resolutionIndependent)
    {
        float horScaling = (float)_device.PresentationParameters.BackBufferWidth / _baseScreenSize.X;
        float verScaling = (float)_device.PresentationParameters.BackBufferHeight / _baseScreenSize.Y;
        screenScalingFactor = new Vector3(horScaling, verScaling, 1);
    }
    else
    {
        screenScalingFactor = new Vector3(1, 1, 1);
    }

When resolutionIndependent is true, we need to find the separate scaling factors. The horizontal scaling factors are found by dividing the real width of the user’s window, divided by the native resolution of our game. The vertical scaling is found by doing the same with the height.

Check this for yourself: if the current resolution is the same as the native resolution, the factor will be 1. If the current resolution is larger, the factor will be larger, meaning that our scene should be stretched. If the current resolution is smaller, the factor will be smaller, so our scene will be shrunk.

When resolutionIndependent is false, the scene should be rendered to the scene just as it is, so the scaling factor should be 1, both horizontally as vertically.

Scaling the screen

Next, we need a way to scale our entire scene. We could adjust the scaling factors and positions of all of our spriteBatch.Draw calls but there is a much easier way, the spriteBatch.Begin method allows us to set a global transformation. This global transformation we are going to set is only for scaling but you can also just as easily use it to rotate your entire scene (for example when porting your game to Mobile).

This global transformation will be described, as for any transformation, by a matrix, so add this line to our Draw method straight after the line we just added:

    Matrix globalTransformation = Matrix.CreateScale(screenScalingFactor);

This gives us the amount the screen needs to be altered by when drawing, to use this we then need to apply this transformation in the spriteBatch.Draw method and use its most complex overload (the one that accepts 7 arguments). Change the first call to spriteBatch.Begin to the following:

    _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, globalTransformation);

Which enables simple alpha blending as discussed earlier, and sets our scaling as global transformation matrix. For more information on the other arguments, I would like to refer to the first Recipes of Chapter 3 in my book, as they’re too powerful to be discussed only very briefly.

The second time we start our spriteBatch, we want it to use additive alpha blending, so change it to this line:

    _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, globalTransformation);

This is the end

And that is it! Now try changing the baseScreenSize values, as well as the size of your window. You can even try to set graphics.IsFullScreen to true. Change the value of resolutionIndependent between true and false, and notice the difference!

Finished game

This concludes this series of 2D Tutorials. I hope you enjoyed it as much as I enjoyed writing it, and that you have learned some things on your way.

Feel free to adjust/expand on the code, since this is the best way to really know how things work. After that, you should be more than ready to start coding your own 2D game!

If you think you’ve mastered most of the functionality presented in this series, I strongly recommend you have a look at the first Series of 3D Tutorials on this site. After finishing this 2D Series, you should find it very easy to continue your path and move on to 3D game programming!

Our final code

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace Series2D1
{
    public struct PlayerData
    {
        public Vector2 Position;
        public bool IsAlive;
        public Color Color;
        public float Angle;
        public float Power;
    }

    public struct ParticleData
    {
        public float BirthTime;
        public float MaxAge;
        public Vector2 OriginalPosition;
        public Vector2 Acceleration;
        public Vector2 Direction;
        public Vector2 Position;
        public float Scaling;
        public Color ModColor;
    }

    public class Game1 : Game
    {
        //Properties
        private GraphicsDeviceManager _graphics;
        private SpriteBatch _spriteBatch;
        private GraphicsDevice _device;
        private Texture2D _backgroundTexture;
        private Texture2D _foregroundTexture;
        private Texture2D _carriageTexture;
        private Texture2D _cannonTexture;
        private Texture2D _rocketTexture;
        private Texture2D _smokeTexture;
        private Texture2D _groundTexture;
        private Texture2D _explosionTexture;
        private Color[,] _explosionColorArray;
        private SpriteFont _font;
        private SoundEffect _hitCannon;
        private SoundEffect _hitTerrain;
        private SoundEffect _launch;
        private int _screenWidth;
        private int _screenHeight;
        private PlayerData[] _players;
        private int _numberOfPlayers = 4;
        private float _playerScaling;
        private int _currentPlayer = 0;
        private bool _rocketFlying = false;
        private Vector2 _rocketPosition;
        private Vector2 _rocketDirection;
        private float _rocketAngle;
        private float _rocketScaling = 0.1f;
        private Color[] _playerColors = new Color[10]
        {
            Color.Red,
            Color.Green,
            Color.Blue,
            Color.Purple,
            Color.Orange,
            Color.Indigo,
            Color.Yellow,
            Color.SaddleBrown,
            Color.Tomato,
            Color.Turquoise
        };
        private List<Vector2> _smokeList = new List<Vector2>();
        private Random _randomizer = new Random();
        private int[] _terrainContour;
        private Color[,] _rocketColorArray;
        private Color[,] _foregroundColorArray;
        private Color[,] _carriageColorArray;
        private Color[,] _cannonColorArray;
        List<ParticleData> _particleList = new List<ParticleData>();
        private const bool _resolutionIndependent = false;
        private Vector2 _baseScreenSize = new Vector2(800, 600);

        public Game1()
        {
            _graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            _graphics.PreferredBackBufferWidth = 500;
            _graphics.PreferredBackBufferHeight = 500;
            _graphics.IsFullScreen = false;
            _graphics.ApplyChanges();
            Window.Title = "Riemer's 2D MonoGame Tutorial";

            base.Initialize();
        }

        private void SetUpPlayers()
        {
            _players = new PlayerData[_numberOfPlayers];
            for (int i = 0; i < _numberOfPlayers; i++)
            {
                _players[i].IsAlive = true;
                _players[i].Color = _playerColors[i];
                _players[i].Angle = MathHelper.ToRadians(90);
                _players[i].Power = 100;
                _players[i].Position = new Vector2();
                _players[i].Position.X = _screenWidth / (_numberOfPlayers + 1) * (i + 1);
                _players[i].Position.Y = _terrainContour[(int)_players[i].Position.X];
            }
        }

        private void GenerateTerrainContour()
        {
            _terrainContour = new int[_screenWidth];

            double rand1 = _randomizer.NextDouble() + 1;
            double rand2 = _randomizer.NextDouble() + 2;
            double rand3 = _randomizer.NextDouble() + 3;

            float offset = _screenHeight / 2;
            float peakheight = 100;
            float flatness = 70;

            for (int x = 0; x < _screenWidth; x++)
            {
                double height = peakheight / rand1 * Math.Sin((float)x / flatness * rand1 + rand1);
                height += peakheight / rand2 * Math.Sin((float)x / flatness * rand2 + rand2);
                height += peakheight / rand3 * Math.Sin((float)x / flatness * rand3 + rand3);
                height += offset;
                _terrainContour[x] = (int)height;
            }
        }

        private void CreateForeground()
        {
            Color[,] groundColors = TextureTo2DArray(_groundTexture);
            Color[] foregroundColors = new Color[_screenWidth * _screenHeight];

            for (int x = 0; x < _screenWidth; x++)
            {
                for (int y = 0; y < _screenHeight; y++)
                {
                    if (y > _terrainContour[x])
                    {
                        foregroundColors[x + y * _screenWidth] = groundColors[x % _groundTexture.Width, y % _groundTexture.Height];
                    }
                    else
                    {
                        foregroundColors[x + y * _screenWidth] = Color.Transparent;
                    }
                }
            }

            _foregroundTexture = new Texture2D(_device, _screenWidth, _screenHeight, false, SurfaceFormat.Color);
            _foregroundTexture.SetData(foregroundColors);

            _foregroundColorArray = TextureTo2DArray(_foregroundTexture);
        }

        private void FlattenTerrainBelowPlayers()
        {
            foreach (PlayerData player in _players)
            {
                if (player.IsAlive)
                {
                    for (int x = 0; x < 40; x++)
                    {
                        _terrainContour[(int)player.Position.X + x] = _terrainContour[(int)player.Position.X];
                    }
                }
            }
        }

        private Color[,] TextureTo2DArray(Texture2D texture)
        {
            Color[] colors1D = new Color[texture.Width * texture.Height];
            texture.GetData(colors1D);

            Color[,] colors2D = new Color[texture.Width, texture.Height];
            for (int x = 0; x < texture.Width; x++)
            {
                for (int y = 0; y < texture.Height; y++)
                {
                    colors2D[x, y] = colors1D[x + y * texture.Width];
                }
            }

            return colors2D;

        }

        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            _device = _graphics.GraphicsDevice;

            // TODO: use this.Content to load your game content here
            _backgroundTexture = Content.Load<Texture2D>("background");
            _carriageTexture = Content.Load<Texture2D>("carriage");
            _cannonTexture = Content.Load<Texture2D>("cannon");
            _rocketTexture = Content.Load<Texture2D>("rocket");
            _smokeTexture = Content.Load<Texture2D>("smoke");
            _groundTexture = Content.Load<Texture2D>("ground");
            _explosionTexture = Content.Load<Texture2D>("explosion");
            _font = Content.Load<SpriteFont>("myFont");

            _hitCannon = Content.Load<SoundEffect>("hitcannon");
            _hitTerrain = Content.Load<SoundEffect>("hitterrain");
            _launch = Content.Load<SoundEffect>("launch");

            if (_resolutionIndependent)
            {
                _screenWidth = (int)_baseScreenSize.X;
                _screenHeight = (int)_baseScreenSize.Y;
            }
            else
            {
                _screenWidth = _device.PresentationParameters.BackBufferWidth;
                _screenHeight = _device.PresentationParameters.BackBufferHeight;
            }

            _playerScaling = 40.0f / (float)_carriageTexture.Width;

            GenerateTerrainContour();
            SetUpPlayers();
            FlattenTerrainBelowPlayers();
            CreateForeground();

            _rocketColorArray = TextureTo2DArray(_rocketTexture);
            _carriageColorArray = TextureTo2DArray(_carriageTexture);
            _cannonColorArray = TextureTo2DArray(_cannonTexture);
            _explosionColorArray = TextureTo2DArray(_explosionTexture);
        }

        private void ProcessKeyboard()
        {
            KeyboardState keybState = Keyboard.GetState();

            if (keybState.IsKeyDown(Keys.Left))
            {
                _players[_currentPlayer].Angle -= 0.01f;
            }
            if (keybState.IsKeyDown(Keys.Right))
            {
                _players[_currentPlayer].Angle += 0.01f;
            }

            if (_players[_currentPlayer].Angle > MathHelper.PiOver2)
            {
                _players[_currentPlayer].Angle = -MathHelper.PiOver2;
            }
            if (_players[_currentPlayer].Angle < -MathHelper.PiOver2)
            {
                _players[_currentPlayer].Angle = MathHelper.PiOver2;
            }

            if (keybState.IsKeyDown(Keys.Down))
            {
                _players[_currentPlayer].Power -= 1;
            }
            if (keybState.IsKeyDown(Keys.Up))
            {
                _players[_currentPlayer].Power += 1;
            }
            if (keybState.IsKeyDown(Keys.PageDown))
            {
                _players[_currentPlayer].Power -= 20;
            }
            if (keybState.IsKeyDown(Keys.PageUp))
            {
                _players[_currentPlayer].Power += 20;
            }

            if (_players[_currentPlayer].Power > 1000)
            {
                _players[_currentPlayer].Power = 1000;
            }
            if (_players[_currentPlayer].Power < 0)
            {
                _players[_currentPlayer].Power = 0;
            }

            if (keybState.IsKeyDown(Keys.Enter) || keybState.IsKeyDown(Keys.Space))
            {
                _rocketFlying = true;
                _rocketPosition = _players[_currentPlayer].Position;
                _rocketPosition.X += 20;
                _rocketPosition.Y -= 10;
                _rocketAngle = _players[_currentPlayer].Angle;
                Vector2 up = new Vector2(0, -1);
                Matrix rotMatrix = Matrix.CreateRotationZ(_rocketAngle);
                _rocketDirection = Vector2.Transform(up, rotMatrix);
                _rocketDirection *= _players[_currentPlayer].Power / 50.0f;

                _launch.Play();
            }
        }

        private void UpdateRocket()
        {
            if (_rocketFlying)
            {
                Vector2 gravity = new Vector2(0, 1);
                _rocketDirection += gravity / 10.0f;
                _rocketPosition += _rocketDirection;
                _rocketAngle = (float)Math.Atan2(_rocketDirection.X, -_rocketDirection.Y);

                for (int i = 0; i < 5; i++)
                {
                    Vector2 smokePos = _rocketPosition;
                    smokePos.X += _randomizer.Next(10) - 5;
                    smokePos.Y += _randomizer.Next(10) - 5;
                    _smokeList.Add(smokePos);
                }
            }
        }

        private Vector2 TexturesCollide(Color[,] tex1, Matrix mat1, Color[,] tex2, Matrix mat2)
        {
            Matrix mat1to2 = mat1 * Matrix.Invert(mat2);
            int width1 = tex1.GetLength(0);
            int height1 = tex1.GetLength(1);
            int width2 = tex2.GetLength(0);
            int height2 = tex2.GetLength(1);

            for (int x1 = 0; x1 < width1; x1++)
            {
                for (int y1 = 0; y1 < height1; y1++)
                {
                    Vector2 pos1 = new Vector2(x1, y1);
                    Vector2 pos2 = Vector2.Transform(pos1, mat1to2);

                    int x2 = (int)pos2.X;
                    int y2 = (int)pos2.Y;
                    if ((x2 >= 0) && (x2 < width2))
                    {
                        if ((y2 >= 0) && (y2 < height2))
                        {
                            if (tex1[x1, y1].A > 0)
                            {
                                if (tex2[x2, y2].A > 0)
                                {
                                    return Vector2.Transform(pos1, mat1);
                                }
                            }
                        }
                    }
                }
            }

            return new Vector2(-1, -1);
        }

        private Vector2 CheckTerrainCollision()
        {
            Matrix rocketMat = Matrix.CreateTranslation(-42, -240, 0) *
                            Matrix.CreateRotationZ(_rocketAngle) *
                            Matrix.CreateScale(_rocketScaling) *
                            Matrix.CreateTranslation(_rocketPosition.X, _rocketPosition.Y, 0);
            Matrix terrainMat = Matrix.Identity;
            Vector2 terrainCollisionPoint = TexturesCollide(_rocketColorArray, rocketMat, _foregroundColorArray, terrainMat);
            return terrainCollisionPoint;
        }

        private Vector2 CheckPlayersCollision()
        {
            Matrix rocketMat = Matrix.CreateTranslation(-42, -240, 0) *
                               Matrix.CreateRotationZ(_rocketAngle) *
                               Matrix.CreateScale(_rocketScaling) *
                               Matrix.CreateTranslation(_rocketPosition.X, _rocketPosition.Y, 0);

            for (int i = 0; i < _numberOfPlayers; i++)
            {
                PlayerData player = _players[i];
                if (player.IsAlive)
                {
                    if (i != _currentPlayer)
                    {
                        int xPos = (int)player.Position.X;
                        int yPos = (int)player.Position.Y;

                        Matrix carriageMat = Matrix.CreateTranslation(0, -_carriageTexture.Height, 0) *
                                             Matrix.CreateScale(_playerScaling) *
                                             Matrix.CreateTranslation(xPos, yPos, 0);
                        Vector2 carriageCollisionPoint = TexturesCollide(_carriageColorArray, carriageMat, _rocketColorArray, rocketMat);

                        if (carriageCollisionPoint.X > -1)
                        {
                            _players[i].IsAlive = false;
                            return carriageCollisionPoint;
                        }

                        Matrix cannonMat = Matrix.CreateTranslation(-11, -50, 0) *
                                           Matrix.CreateRotationZ(player.Angle) *
                                           Matrix.CreateScale(_playerScaling) *
                                           Matrix.CreateTranslation(xPos + 20, yPos - 10, 0);

                        Vector2 cannonCollisionPoint = TexturesCollide(_cannonColorArray, cannonMat, _rocketColorArray, rocketMat);
                        if (cannonCollisionPoint.X > -1)
                        {
                            _players[i].IsAlive = false;
                            return cannonCollisionPoint;
                        }
                    }
                }
            }
            return new Vector2(-1, -1);
        }

        private bool CheckOutOfScreen()
        {
            bool rocketOutOfScreen = _rocketPosition.Y > _screenHeight;
            rocketOutOfScreen |= _rocketPosition.X < 0;
            rocketOutOfScreen |= _rocketPosition.X > _screenWidth;

            return rocketOutOfScreen;
        }

        private void CheckCollisions(GameTime gameTime)
        {
            Vector2 terrainCollisionPoint = CheckTerrainCollision();
            Vector2 playerCollisionPoint = CheckPlayersCollision();
            bool rocketOutOfScreen = CheckOutOfScreen();

            if (playerCollisionPoint.X > -1)
            {
                _hitCannon.Play();

                _rocketFlying = false;

                _smokeList = new List<Vector2>();
                AddExplosion(playerCollisionPoint, 10, 80.0f, 2000.0f, gameTime);
                NextPlayer();
            }

            if (terrainCollisionPoint.X > -1)
            {
                _hitTerrain.Play();

                _rocketFlying = false;

                _smokeList = new List<Vector2>();
                AddExplosion(terrainCollisionPoint, 4, 30.0f, 1000.0f, gameTime);
                NextPlayer();
            }

            if (rocketOutOfScreen)
            {
                _rocketFlying = false;

                _smokeList = new List<Vector2>();
                NextPlayer();
            }
        }

        private void NextPlayer()
        {
            _currentPlayer = _currentPlayer + 1;
            _currentPlayer = _currentPlayer % _numberOfPlayers;
            while (!_players[_currentPlayer].IsAlive)
            {
                _currentPlayer = ++_currentPlayer % _numberOfPlayers;
            }
        }

        private void AddExplosion(Vector2 explosionPos, int numberOfParticles, float size, float maxAge, GameTime gameTime)
        {
            for (int i = 0; i < numberOfParticles; i++)
            {
                AddExplosionParticle(explosionPos, size, maxAge, gameTime);
            }

            float rotation = (float)_randomizer.Next(10);
            Matrix mat = Matrix.CreateTranslation(-_explosionTexture.Width / 2, -_explosionTexture.Height / 2, 0) *
                                                  Matrix.CreateRotationZ(rotation) *
                                                  Matrix.CreateScale(size / (float)_explosionTexture.Width * 2.0f) *
                                                  Matrix.CreateTranslation(explosionPos.X, explosionPos.Y, 0);

            AddCrater(_explosionColorArray, mat);

            for (int i = 0; i < _players.Length; i++)
            {
                _players[i].Position.Y = _terrainContour[(int)_players[i].Position.X];
            }
            FlattenTerrainBelowPlayers();
            CreateForeground();
        }

        private void AddExplosionParticle(Vector2 explosionPos, float explosionSize, float maxAge, GameTime gameTime)
        {
            ParticleData particle = new ParticleData();

            particle.OriginalPosition = explosionPos;
            particle.Position = particle.OriginalPosition;

            particle.BirthTime = (float)gameTime.TotalGameTime.TotalMilliseconds;
            particle.MaxAge = maxAge;
            particle.Scaling = 0.25f;
            particle.ModColor = Color.White;

            float particleDistance = (float)_randomizer.NextDouble() * explosionSize;
            Vector2 displacement = new Vector2(particleDistance, 0);
            float angle = MathHelper.ToRadians(_randomizer.Next(360));
            displacement = Vector2.Transform(displacement, Matrix.CreateRotationZ(angle));

            particle.Direction = displacement * 2.0f;
            particle.Acceleration = -particle.Direction;

            _particleList.Add(particle);
        }

        private void UpdateParticles(GameTime gameTime)
        {
            float now = (float)gameTime.TotalGameTime.TotalMilliseconds;
            for (int i = _particleList.Count - 1; i >= 0; i--)
            {
                ParticleData particle = _particleList[i];
                float timeAlive = now - particle.BirthTime;

                if (timeAlive > particle.MaxAge)
                {
                    _particleList.RemoveAt(i);
                }
                else
                {
                    //update current particle
                    float relAge = timeAlive / particle.MaxAge;
                    particle.Position = 0.5f * particle.Acceleration * relAge * relAge + particle.Direction * relAge + particle.OriginalPosition;

                    float invAge = 1.0f - relAge;
                    particle.ModColor = new Color(new Vector4(invAge, invAge, invAge, invAge));

                    Vector2 positionFromCenter = particle.Position - particle.OriginalPosition;
                    float distance = positionFromCenter.Length();
                    particle.Scaling = (50.0f + distance) / 200.0f;

                    _particleList[i] = particle;
                }
            }
        }

        private void AddCrater(Color[,] tex, Matrix mat)
        {
            int width = tex.GetLength(0);
            int height = tex.GetLength(1);

            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    if (tex[x, y].R > 10)
                    {
                        Vector2 imagePos = new Vector2(x, y);
                        Vector2 screenPos = Vector2.Transform(imagePos, mat);

                        int screenX = (int)screenPos.X;
                        int screenY = (int)screenPos.Y;

                        if ((screenX) > 0 && (screenX < _screenWidth))
                        {
                            if (_terrainContour[screenX] < screenY)
                            {
                                _terrainContour[screenX] = screenY;
                            }
                        }
                    }
                }
            }
        }

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here

            if (_rocketFlying)
            {
                UpdateRocket();
                CheckCollisions(gameTime);
            }

            if (_particleList.Count > 0)
            {
                UpdateParticles(gameTime);
            }

            if (!_rocketFlying && _particleList.Count == 0)
            {
                ProcessKeyboard();
            }

            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            Vector3 screenScalingFactor;
            if (_resolutionIndependent)
            {
                float horScaling = (float)_device.PresentationParameters.BackBufferWidth / _baseScreenSize.X;
                float verScaling = (float)_device.PresentationParameters.BackBufferHeight / _baseScreenSize.Y;
                screenScalingFactor = new Vector3(horScaling, verScaling, 1);
            }
            else
            {
                screenScalingFactor = new Vector3(1, 1, 1);
            }

            Matrix globalTransformation = Matrix.CreateScale(screenScalingFactor);

            _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, globalTransformation);
            DrawScenery();
            DrawPlayers();
            DrawText();
            DrawRocket();
            DrawSmoke();
            _spriteBatch.End();

            _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, null, null, null, globalTransformation);
            DrawExplosion();
            _spriteBatch.End();

            base.Draw(gameTime);
        }

        private void DrawScenery()
        {
            Rectangle screenRectangle = new Rectangle(0, 0, _screenWidth, _screenHeight);
            _spriteBatch.Draw(_backgroundTexture, screenRectangle, Color.White);
            _spriteBatch.Draw(_foregroundTexture, screenRectangle, Color.White);
        }

        private void DrawPlayers()
        {
            for (int i = 0; i < _players.Length; i++)
            {
                if (_players[i].IsAlive)
                {
                    int xPos = (int)_players[i].Position.X;
                    int yPos = (int)_players[i].Position.Y;
                    Vector2 cannonOrigin = new Vector2(11, 50);

                    _spriteBatch.Draw(_carriageTexture, _players[i].Position, null, _players[i].Color, 0, new Vector2(0, _carriageTexture.Height), _playerScaling, SpriteEffects.None, 0);
                    _spriteBatch.Draw(_cannonTexture, new Vector2(xPos + 20, yPos - 10), null, _players[i].Color, _players[i].Angle, cannonOrigin, _playerScaling, SpriteEffects.None, 1);
                }
            }
        }

        private void DrawText()
        {
            PlayerData player = _players[_currentPlayer];
            int currentAngle = (int)MathHelper.ToDegrees(player.Angle);
            _spriteBatch.DrawString(_font, "Cannon angle: " + currentAngle.ToString(), new Vector2(20, 20), player.Color);
            _spriteBatch.DrawString(_font, "Cannon power: " + player.Power.ToString(), new Vector2(20, 45), player.Color);
        }

        private void DrawRocket()
        {
            if (_rocketFlying)
            {
                _spriteBatch.Draw(_rocketTexture, _rocketPosition, null, _players[_currentPlayer].Color, _rocketAngle, new Vector2(42, 240), _rocketScaling, SpriteEffects.None, 1);
            }
        }

        private void DrawSmoke()
        {
            for (int i = 0; i < _smokeList.Count; i++)
            {
                _spriteBatch.Draw(_smokeTexture, _smokeList[i], null, Color.White, 0, new Vector2(40, 35), 0.2f, SpriteEffects.None, 1);
            }
        }

        private void DrawExplosion()
        {
            for (int i = 0; i < _particleList.Count; i++)
            {
                ParticleData particle = _particleList[i];
                _spriteBatch.Draw(_explosionTexture, particle.Position, null, particle.ModColor, i, new Vector2(256, 256), particle.Scaling, SpriteEffects.None, 1);
            }
        }
    }
}
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