Estoy creando un juego XNA 2D y encontré un tutorial sobre cómo agregar efectos de agua (salpicaduras) a un juego XNA, pero después de implementarlo en mi juego no puedo reducirlo. Actualmente ocupa toda la pantalla.
La clase de agua se ve así
class Water
{
struct WaterColumn
{
public float TargetHeight;
public float Height;
public float Speed;
public void Update(float dampening, float tension)
{
float x = TargetHeight - Height;
Speed += tension * x - Speed * dampening;
Height += Speed;
}
}
PrimitiveBatch pb;
WaterColumn[] columns = new WaterColumn[201];
static Random rand = new Random();
public float Tension = 0.025f;
public float Dampening = 0.025f;
public float Spread = 0.25f;
RenderTarget2D metaballTarget, particlesTarget;
SpriteBatch spriteBatch;
AlphaTestEffect alphaTest;
Texture2D particleTexture;
private float Scale { get { return spriteBatch.GraphicsDevice.Viewport.Width / (columns.Length - 1f); } }
List<Particle> particles = new List<Particle>();
class Particle
{
public Vector2 Position;
public Vector2 Velocity;
public float Orientation;
public Particle(Vector2 position, Vector2 velocity, float orientation)
{
Position = position;
Velocity = velocity;
Orientation = orientation;
}
}
public Water(GraphicsDevice device, Texture2D particleTexture)
{
pb = new PrimitiveBatch(device);
this.particleTexture = particleTexture;
spriteBatch = new SpriteBatch(device);
metaballTarget = new RenderTarget2D(device, device.Viewport.Width, device.Viewport.Height);
particlesTarget = new RenderTarget2D(device, device.Viewport.Width, device.Viewport.Height);
alphaTest = new AlphaTestEffect(device);
alphaTest.ReferenceAlpha = 175;
var view = device.Viewport;
alphaTest.Projection = Matrix.CreateTranslation(-0.5f, -0.5f, 0) *
Matrix.CreateOrthographicOffCenter(0, view.Width, view.Height, 0, 0, 1);
for (int i = 0; i < columns.Length; i++)
{
columns[i] = new WaterColumn()
{
Height = 240,
TargetHeight = 240,
Speed = 0
};
}
}
// Returns the height of the water at a given x coordinate.
public float GetHeight(float x)
{
if (x < 0 || x > 800)
return 240;
return columns[(int)(x / Scale)].Height;
}
void UpdateParticle(Particle particle)
{
const float Gravity = 0.3f;
particle.Velocity.Y += Gravity;
particle.Position += particle.Velocity;
particle.Orientation = GetAngle(particle.Velocity);
}
public void Splash(float xPosition, float speed)
{
int index = (int)MathHelper.Clamp(xPosition / Scale, 0, columns.Length - 1);
for (int i = Math.Max(0, index - 0); i < Math.Min(columns.Length - 1, index + 1); i++)
columns[index].Speed = speed;
CreateSplashParticles(xPosition, speed);
}
private void CreateSplashParticles(float xPosition, float speed)
{
float y = GetHeight(xPosition);
if (speed > 120)
{
for (int i = 0; i < speed / 8; i++)
{
Vector2 pos = new Vector2(xPosition, y) + GetRandomVector2(40);
Vector2 vel = FromPolar(MathHelper.ToRadians(GetRandomFloat(-150, -30)), GetRandomFloat(0, 0.5f * (float)Math.Sqrt(speed)));
CreateParticle(pos, vel);
}
}
}
private void CreateParticle(Vector2 pos, Vector2 velocity)
{
particles.Add(new Particle(pos, velocity, 0));
}
private Vector2 FromPolar(float angle, float magnitude)
{
return magnitude * new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
}
private float GetRandomFloat(float min, float max)
{
return (float)rand.NextDouble() * (max - min) + min;
}
private Vector2 GetRandomVector2(float maxLength)
{
return FromPolar(GetRandomFloat(-MathHelper.Pi, MathHelper.Pi), GetRandomFloat(0, maxLength));
}
private float GetAngle(Vector2 vector)
{
return (float)Math.Atan2(vector.Y, vector.X);
}
public void Update()
{
for (int i = 0; i < columns.Length; i++)
columns[i].Update(Dampening, Tension);
float[] lDeltas = new float[columns.Length];
float[] rDeltas = new float[columns.Length];
// do some passes where columns pull on their neighbours
for (int j = 0; j < 8; j++)
{
for (int i = 0; i < columns.Length; i++)
{
if (i > 0)
{
lDeltas[i] = Spread * (columns[i].Height - columns[i - 1].Height);
columns[i - 1].Speed += lDeltas[i];
}
if (i < columns.Length - 1)
{
rDeltas[i] = Spread * (columns[i].Height - columns[i + 1].Height);
columns[i + 1].Speed += rDeltas[i];
}
}
for (int i = 0; i < columns.Length; i++)
{
if (i > 0)
columns[i - 1].Height += lDeltas[i];
if (i < columns.Length - 1)
columns[i + 1].Height += rDeltas[i];
}
}
foreach (var particle in particles)
UpdateParticle(particle);
particles = particles.Where(x => x.Position.X >= 0 && x.Position.X <= 800 && x.Position.Y - 5 <= GetHeight(x.Position.X)).ToList();
}
public void DrawToRenderTargets()
{
GraphicsDevice device = spriteBatch.GraphicsDevice;
device.SetRenderTarget(metaballTarget);
device.Clear(Color.Transparent);
// draw particles to the metaball render target
spriteBatch.Begin(0, BlendState.Additive);
foreach (var particle in particles)
{
Vector2 origin = new Vector2(particleTexture.Width, particleTexture.Height) / 2f;
spriteBatch.Draw(particleTexture, particle.Position, null, Color.White, particle.Orientation, origin, 2f, 0, 0);
}
spriteBatch.End();
// draw a gradient above the water so the metaballs will fuse with the water's surface.
pb.Begin(PrimitiveType.TriangleList);
const float thickness = 20;
float scale = Scale;
for (int i = 1; i < columns.Length; i++)
{
Vector2 p1 = new Vector2((i - 1) * scale, columns[i - 1].Height);
Vector2 p2 = new Vector2(i * scale, columns[i].Height);
Vector2 p3 = new Vector2(p1.X, p1.Y - thickness);
Vector2 p4 = new Vector2(p2.X, p2.Y - thickness);
pb.AddVertex(p2, Color.White);
pb.AddVertex(p1, Color.White);
pb.AddVertex(p3, Color.Transparent);
pb.AddVertex(p3, Color.Transparent);
pb.AddVertex(p4, Color.Transparent);
pb.AddVertex(p2, Color.White);
}
pb.End();
// save the results in another render target (in particlesTarget)
device.SetRenderTarget(particlesTarget);
device.Clear(Color.Transparent);
spriteBatch.Begin(0, null, null, null, null, alphaTest);
spriteBatch.Draw(metaballTarget, Vector2.Zero, Color.White);
spriteBatch.End();
// switch back to drawing to the backbuffer.
device.SetRenderTarget(null);
}
public void Draw()
{
Color lightBlue = new Color(0.2f, 0.5f, 1f);
// draw the particles 3 times to create a bevelling effect
spriteBatch.Begin();
spriteBatch.Draw(particlesTarget, -Vector2.One, new Color(0.8f, 0.8f, 1f));
spriteBatch.Draw(particlesTarget, Vector2.One, new Color(0f, 0f, 0.2f));
spriteBatch.Draw(particlesTarget, Vector2.Zero, lightBlue);
spriteBatch.End();
// draw the waves
pb.Begin(PrimitiveType.TriangleList);
Color midnightBlue = new Color(0, 15, 40) * 0.9f;
lightBlue *= 0.8f;
float bottom = spriteBatch.GraphicsDevice.Viewport.Height;
float scale = Scale;
for (int i = 1; i < columns.Length; i++)
{
Vector2 p1 = new Vector2((i - 1) * scale, columns[i - 1].Height);
Vector2 p2 = new Vector2(i * scale, columns[i].Height);
Vector2 p3 = new Vector2(p2.X, bottom);
Vector2 p4 = new Vector2(p1.X, bottom);
pb.AddVertex(p1, lightBlue);
pb.AddVertex(p2, lightBlue);
pb.AddVertex(p3, midnightBlue);
pb.AddVertex(p1, lightBlue);
pb.AddVertex(p3, midnightBlue);
pb.AddVertex(p4, midnightBlue);
}
pb.End();
}
}
Luego, en Game1.cs tengo el siguiente método LoadContent
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load<SpriteFont>("Font");
particleImage = Content.Load<Texture2D>("metaparticle");
backgroundImage = Content.Load<Texture2D>("sky");
rockImage = Content.Load<Texture2D>("rock");
water = new Water(GraphicsDevice, particleImage);
.
.
.
}
En mi método de actualización tengo lo siguiente (junto con otro código para el juego, solo estoy mostrando parte del agua)
protected override void Update(GameTime gameTime)
{
lastKeyState = keyState;
keyState = Keyboard.GetState();
lastMouseState = mouseState;
mouseState = Mouse.GetState();
water.Update();
Vector2 mousePos = new Vector2(mouseState.X, mouseState.Y);
// if the user clicked down, create a rock.
if (lastMouseState.LeftButton == ButtonState.Released && mouseState.LeftButton == ButtonState.Pressed)
{
rock = new Rock
{
Position = mousePos,
Velocity = (mousePos - new Vector2(lastMouseState.X, lastMouseState.Y)) / 5f
};
}
// update the rock if it exists
if (rock != null)
{
if (rock.Position.Y < 240 && rock.Position.Y + rock.Velocity.Y >= 240)
water.Splash(rock.Position.X, rock.Velocity.Y * rock.Velocity.Y * 5);
rock.Update(water);
if (rock.Position.Y > GraphicsDevice.Viewport.Height + rockImage.Height)
rock = null;
}
Luego, en el método Draw, tengo lo siguiente (cuando la enumeración activa es InGame)
case ActiveScreen.InGame:
water.DrawToRenderTargets();
level.Draw(gameTime, spriteBatch);
DrawHud();
spriteBatch.Begin();
spriteBatch.Draw(backgroundImage, Vector2.Zero, Color.White);
if (rock != null)
rock.Draw(spriteBatch, rockImage);
spriteBatch.End();
water.Draw();
break;
Mi problema es que, obviamente, ocupa toda la pantalla. Me doy cuenta de por qué ocupa toda la pantalla, pero no puedo entender cómo reducirlo y configurarlo en una ubicación fija en el juego. Si alguien pudiera leer esto y orientarme sobre cómo reduciría esto con éxito, lo agradecería enormemente.
Respuestas:
Bueno, hay dos formas de hacer esto:
Water
objeto en un objetivo de renderizado, luego dibuje el objetivo de agua final a escala y en la posición que desee. (esta es la forma más simple).Water
en un área restringida. Para esto necesitarás hacer algo como esto:Water
mediante la especificación de unRectangle
objetivo como en el constructor.GraphicsDevice.Viewport
debe ser reemplazada por el rectángulo objetivoSplash
parámetro del método (xPosition
), por lo que todo lo demás estará bien cuando se dibuje.PD: Dijiste algo al respecto
OutOfBoundsException
. Por favor, danos más detalles si ese es el caso.fuente