Fixed the discrepancy between the screen coords and the game coords and also fixed mouse problem when zoomed out too far.

This commit is contained in:
2020-06-23 04:18:00 -06:00
parent c464d19857
commit 86cc05f0d7
42 changed files with 316 additions and 3472 deletions

View File

@@ -18,7 +18,9 @@ namespace Collector
private InputController _inputController;
private Player _player;
private PlayerMouse _playerMouse;
private OrthographicCamera _cam;
private static OrthographicCamera _cam;
public static int VirtualWidth;
public static int VirtualHeight;
private WorldRenderer WorldRenderer { get; set; }
public static Dictionary<Blocks, Texture2D> Materials { get; } = new Dictionary<Blocks, Texture2D>();
@@ -40,12 +42,16 @@ namespace Collector
{
Materials.Add(name,Content.Load<Texture2D>(name.ToString()));
}
VirtualWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
VirtualHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, VirtualWidth, VirtualHeight);
_player = new Player(0, 0);
_cam = new OrthographicCamera(viewportAdapter);
_cam.LookAt(new Vector2(Player.X, Player.Y));
_cam.LookAt(new Vector2(Player.X+IRestrictions.TileSize/2, Player.Y+IRestrictions.TileSize/2));
_cam.Zoom = IRestrictions.Zoom;
_spriteBatch = new SpriteBatch(GraphicsDevice);
_playerMouse = new PlayerMouse(Content, _spriteBatch, _cam);
_inputController = new InputController(_playerMouse, _cam, _spriteBatch, Content);