mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 23:35:02 -07:00
Fixed a bug I introduced ;)
This commit is contained in:
+1
-1
@@ -22,7 +22,7 @@ namespace LunaLightXMG
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public float Zoom
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public float Zoom
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{
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{
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get => zoom;
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get => zoom;
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set => zoom = (int)Math.Floor(MathHelper.Clamp(value, 1f, 3f));
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set => zoom = (int)Math.Floor(MathHelper.Clamp(value, 1f, 2f));
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}
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}
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public float Rotation
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public float Rotation
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{
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{
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+5
-14
@@ -98,22 +98,12 @@ namespace LunaLightXMG
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private void TestCameraWhilePlaying()
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private void TestCameraWhilePlaying()
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{
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{
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KeyboardState keyboardState = Keyboard.GetState();
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KeyboardState keyboardState = Keyboard.GetState();
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var KeyI = keyboardState.IsKeyDown(Keys.I);
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var KeyO = keyboardState.IsKeyDown(Keys.O);
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var KeyK = keyboardState.IsKeyDown(Keys.K);
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var KeyK = keyboardState.IsKeyDown(Keys.K);
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var KeyL = keyboardState.IsKeyDown(Keys.L);
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var KeyL = keyboardState.IsKeyDown(Keys.L);
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var KeyB = keyboardState.IsKeyDown(Keys.B);
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var KeyB = keyboardState.IsKeyDown(Keys.B);
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var KeyN = keyboardState.IsKeyDown(Keys.N);
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var KeyN = keyboardState.IsKeyDown(Keys.N);
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var KeyM = keyboardState.IsKeyDown(Keys.M);
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var KeyM = keyboardState.IsKeyDown(Keys.M);
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if (KeyI)
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{
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camera2D.Zoom += 1f;
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}
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if (KeyO)
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{
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camera2D.Zoom -= 1f;
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}
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if (KeyK)
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if (KeyK)
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{
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{
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camera2D.Rotation -= 0.01f;
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camera2D.Rotation -= 0.01f;
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@@ -263,12 +253,10 @@ namespace LunaLightXMG
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spriteBatch.DrawString(debugFont, $"Walled: {player.walled}", new Vector2(10, 50), Color.White);
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spriteBatch.DrawString(debugFont, $"Walled: {player.walled}", new Vector2(10, 50), Color.White);
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spriteBatch.DrawString(debugFont, $"Position: {player.position}", new Vector2(10, 70), Color.White);
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spriteBatch.DrawString(debugFont, $"Position: {player.position}", new Vector2(10, 70), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Position: {camera2D.Position}", new Vector2(10, 90), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Zoom: {camera2D.Zoom}", new Vector2(10, 110), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 110), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation: {camera2D.Rotation}", new Vector2(10, 130), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 130), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom: {renderHandler.ZoomLevel}", new Vector2(10, 150), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Zoom Control - Zoom in: I, Zoom out: O", new Vector2(10, 170), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
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spriteBatch.DrawString(debugFont, $"Camera Rotation Control - Rotate left: K, Rotate right: L", new Vector2(10, 190), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: B, Zoom normal: N, Zoom out: M", new Vector2(10, 210), Color.White);
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spriteBatch.DrawString(debugFont, $"Render Target Zoom Control - Zoom in: B, Zoom normal: N, Zoom out: M", new Vector2(10, 210), Color.White);
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@@ -286,6 +274,9 @@ namespace LunaLightXMG
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camera2D.Rotation = 0;
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camera2D.Rotation = 0;
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camera2D.Zoom = 1f;
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camera2D.Zoom = 1f;
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// reset render target zoom
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renderHandler.ZoomNormalize();
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// Reset player position
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// Reset player position
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player.Reset(new Vector2(163, 0));
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player.Reset(new Vector2(163, 0));
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+5
-4
@@ -12,8 +12,8 @@ namespace LunaLightXMG
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private RenderTarget2D renderTarget;
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private RenderTarget2D renderTarget;
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private Rectangle renderDestination;
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private Rectangle renderDestination;
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private float retroWidth;
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private readonly float retroWidth;
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private float retroHeight;
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private readonly float retroHeight;
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private float zoomLevel = 1.0f;
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private float zoomLevel = 1.0f;
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private float zoomTarget = 1.0f;
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private float zoomTarget = 1.0f;
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private readonly float zoomMin = 0.50f;
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private readonly float zoomMin = 0.50f;
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@@ -71,10 +71,11 @@ namespace LunaLightXMG
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// Calculate the integer scale factor
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// Calculate the integer scale factor
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float scaleX = screenSize.X / (retroWidth * zoomLevel);
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float scaleX = screenSize.X / (retroWidth * zoomLevel);
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float scaleY = screenSize.Y / (retroHeight * zoomLevel);
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float scaleY = screenSize.Y / (retroHeight * zoomLevel);
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float scale = Math.Min(scaleX, scaleY);
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// Set renderDestination
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// Set renderDestination
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renderDestination.Width = (int)(retroWidth * scaleX);
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renderDestination.Width = (int)(retroWidth * scale);
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renderDestination.Height = (int)(retroHeight * scaleY);
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renderDestination.Height = (int)(retroHeight * scale);
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renderDestination.X = (screenSize.X - renderDestination.Width) / 2;
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renderDestination.X = (screenSize.X - renderDestination.Width) / 2;
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renderDestination.Y = (screenSize.Y - renderDestination.Height) / 2;
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renderDestination.Y = (screenSize.Y - renderDestination.Height) / 2;
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}
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}
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