v0.1
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace Subsurface
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{
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public class Camera
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{
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const float DefaultZoom = 1.0f;
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const float ZoomSmoothness = 8.0f;
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const float MoveSmoothness = 8.0f;
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private float zoom;
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private float offsetAmount;
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private Matrix transform, shaderTransform, viewMatrix;
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private Vector2 position;
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private float rotation;
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public float Shake;
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private Vector2 shakePosition;
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private Vector2 shakeTargetPosition;
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//the area of the world inside the camera view
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private Rectangle worldView;
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private Point resolution;
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private Vector2 targetPos;
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public float Zoom
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{
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get { return zoom; }
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set
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{
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zoom = value;
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if (zoom < 0.1f) zoom = 0.1f;
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//if (prevZoom == zoom) return;
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Vector2 center = WorldViewCenter;
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float newWidth = resolution.X / zoom;
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float newHeight = resolution.Y / zoom;
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worldView = new Rectangle(
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(int)(center.X - newWidth / 2.0f),
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(int)(center.Y - newHeight / 2.0f),
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(int)newWidth,
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(int)newHeight);
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UpdateTransform();
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}
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}
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public float Rotation
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{
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get { return rotation; }
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set { rotation = value; }
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}
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public float OffsetAmount
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{
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get { return offsetAmount; }
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set { offsetAmount = value; }
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}
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public Point Resolution
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{
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get { return resolution; }
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}
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public Rectangle WorldView
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{
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get { return worldView; }
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}
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public Vector2 WorldViewCenter
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{
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get
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{
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return new Vector2(
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worldView.X + worldView.Width / 2.0f,
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worldView.Y - worldView.Height / 2.0f);
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}
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}
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public Matrix Transform
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{
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get { return transform; }
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}
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public Matrix ShaderTransform
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{
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get { return shaderTransform; }
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}
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public Camera()
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{
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zoom = 1.0f;
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rotation = 0.0f;
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position = Vector2.Zero;
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worldView = new Rectangle(0,0,
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Game1.GraphicsWidth,
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Game1.GraphicsHeight);
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resolution = new Point(Game1.GraphicsWidth, Game1.GraphicsHeight);
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viewMatrix =
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Matrix.CreateTranslation(new Vector3(Game1.GraphicsWidth / 2.0f, Game1.GraphicsHeight / 2.0f, 0));
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}
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public Vector2 TargetPos
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{
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get { return targetPos; }
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set { targetPos = value; }
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}
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// Auxiliary function to move the camera
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public void Translate(Vector2 amount)
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{
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position += amount;
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Sound.CameraPos = new Vector3(WorldViewCenter.X, WorldViewCenter.Y, 0.0f);
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UpdateTransform();
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}
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private void UpdateTransform()
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{
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Vector2 interpolatedPosition = position;//Physics.Interpolate(prevPosition,position);
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float interpolatedZoom = zoom;// Physics.Interpolate(prevZoom, zoom);
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worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
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worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
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transform = Matrix.CreateTranslation(
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new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) *
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Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
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viewMatrix;
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shaderTransform = Matrix.CreateTranslation(
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new Vector3(
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-interpolatedPosition.X - resolution.X / interpolatedZoom / 2.0f,
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-interpolatedPosition.Y - resolution.Y / interpolatedZoom / 2.0f, 0)) *
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Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
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viewMatrix;
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}
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public void MoveCamera(float deltaTime)
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{
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float moveSpeed = 20.0f/zoom;
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Vector2 moveCam = Vector2.Zero;
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if (targetPos == Vector2.Zero)
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{
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if (Keyboard.GetState().IsKeyDown(Keys.A)) moveCam.X -= moveSpeed;
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if (Keyboard.GetState().IsKeyDown(Keys.D)) moveCam.X += moveSpeed;
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if (Keyboard.GetState().IsKeyDown(Keys.S)) moveCam.Y -= moveSpeed;
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if (Keyboard.GetState().IsKeyDown(Keys.W)) moveCam.Y += moveSpeed;
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Zoom = MathHelper.Clamp(Zoom + PlayerInput.ScrollWheelSpeed / 1000.0f, 0.1f, 2.0f);
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}
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else
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{
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Vector2 mousePos = new Vector2(PlayerInput.GetMouseState.X, PlayerInput.GetMouseState.Y);
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Vector2 offset = mousePos - new Vector2(resolution.X / 2.0f, resolution.Y / 2.0f);
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offset.X = offset.X / (resolution.X * 0.4f);
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offset.Y = -offset.Y / (resolution.Y * 0.3f);
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if (offset.Length() > 1.0f) offset.Normalize();
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offset = offset * offsetAmount;
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float newZoom = Math.Min(DefaultZoom - Math.Min(offset.Length() / resolution.Y, 1.0f),1.0f);
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Zoom += (newZoom - zoom) / ZoomSmoothness;
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moveCam = (targetPos + offset - position) / MoveSmoothness;
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}
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shakeTargetPosition = Rand.Vector(Shake);
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shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
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Shake = MathHelper.Lerp(Shake, 0.0f, 0.03f);
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Translate((moveCam+shakePosition)*deltaTime*60.0f);
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}
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public Vector2 Position
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{
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get { return position; }
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}
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public Vector2 ScreenToWorld(Vector2 coords)
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{
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Vector2 worldCoords = Vector2.Transform(coords, Matrix.Invert(transform));
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return new Vector2(worldCoords.X, -worldCoords.Y);
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}
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public Vector2 WorldToScreen(Vector2 coords)
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{
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coords.Y = -coords.Y;
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//Vector2 screenCoords = Vector2.Transform(coords, transform);
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return Vector2.Transform(coords, transform);
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}
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}
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}
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