Created
March 9, 2019 11:58
-
-
Save zyxago/855bfd4bd13fec2a2a108aabf1f07d33 to your computer and use it in GitHub Desktop.
Pixel Explosion of a texture
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
namespace PixelExplosion | |
{ | |
class explode | |
{ | |
Color[] rawData; | |
List<Texture2D> pixelList = new List<Texture2D>(); | |
List<Rectangle> rectangles = new List<Rectangle>(); | |
List<Vector2> directionList = new List<Vector2>(); | |
int moveSpeed = 5; | |
int Size; | |
Rectangle OriginBox; | |
public explode(GraphicsDevice graphicsDevice, Texture2D boxText, Rectangle originBox, int scale) | |
{ | |
OriginBox = originBox; | |
Size = scale; | |
rawData = new Color[boxText.Width * boxText.Height]; | |
boxText.GetData<Color>(rawData); | |
//Ger varje pixel textur en rectangle och position utifrån orginal bilden | |
for (int i = 0; i < boxText.Width; i++) | |
{ | |
for (int j = 0; j < boxText.Height; j++) | |
{ | |
rectangles.Add(new Rectangle(OriginBox.X + (OriginBox.Width / boxText.Width * j), OriginBox.Y + (OriginBox.Height / boxText.Height * i), Size, Size)); | |
} | |
} | |
//Lägger till texturer med 1 pixel i från orginal bilden | |
for (int i = 0; i < rawData.Length; i++) | |
{ | |
Color[] tempColorArr = new Color[1] { rawData[i] }; | |
pixelList.Insert(i, new Texture2D(graphicsDevice, 1, 1)); | |
pixelList[i].SetData<Color>(tempColorArr); | |
Vector2 direction = OriginBox.Center.ToVector2() - rectangles[i].Center.ToVector2(); | |
direction.Normalize(); | |
directionList.Insert(i, direction); | |
} | |
} | |
public void Update() | |
{ | |
for (int i = 0; i < rectangles.Count; i++) | |
{ | |
rectangles[i] = new Rectangle((int)(rectangles[i].X + -directionList[i].X * moveSpeed), (int)(rectangles[i].Y + -directionList[i].Y * moveSpeed), Size, Size); | |
} | |
} | |
public void Draw(SpriteBatch spriteBatch) | |
{ | |
int n = 0; | |
foreach (Texture2D pixel in pixelList) | |
{ | |
spriteBatch.Draw(pixel, rectangles[n], null, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0); | |
n++; | |
} | |
} | |
} | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
using System.Collections.Generic; | |
namespace PixelExplosion | |
{ | |
/// <summary> | |
/// This is the main type for your game. | |
/// </summary> | |
public class Game1 : Game | |
{ | |
GraphicsDeviceManager graphics; | |
SpriteBatch spriteBatch; | |
KeyboardState oldState; | |
Texture2D boxText; | |
bool remove = false; | |
int size = 10; | |
Rectangle box = new Rectangle(); | |
List<explode> explosionList = new List<explode>(); | |
public Game1() | |
{ | |
graphics = new GraphicsDeviceManager(this); | |
Content.RootDirectory = "Content"; | |
} | |
/// <summary> | |
/// Allows the game to perform any initialization it needs to before starting to run. | |
/// This is where it can query for any required services and load any non-graphic | |
/// related content. Calling base.Initialize will enumerate through any components | |
/// and initialize them as well. | |
/// </summary> | |
protected override void Initialize() | |
{ | |
// TODO: Add your initialization logic here | |
IsMouseVisible = true; | |
base.Initialize(); | |
} | |
/// <summary> | |
/// LoadContent will be called once per game and is the place to load | |
/// all of your content. | |
/// </summary> | |
protected override void LoadContent() | |
{ | |
// Create a new SpriteBatch, which can be used to draw textures. | |
boxText = Content.Load<Texture2D>("test"); | |
box = new Rectangle(GraphicsDevice.Viewport.Bounds.Center.X - boxText.Width * size / 2, GraphicsDevice.Viewport.Bounds.Center.Y - boxText.Height * size / 2, boxText.Width * size, boxText.Height * size); | |
spriteBatch = new SpriteBatch(GraphicsDevice); | |
// TODO: use this.Content to load your game content here | |
} | |
/// <summary> | |
/// UnloadContent will be called once per game and is the place to unload | |
/// game-specific content. | |
/// </summary> | |
protected override void UnloadContent() | |
{ | |
// TODO: Unload any non ContentManager content here | |
} | |
/// <summary> | |
/// Allows the game to run logic such as updating the world, | |
/// checking for collisions, gathering input, and playing audio. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Update(GameTime gameTime) | |
{ | |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | |
Exit(); | |
if (Keyboard.GetState().IsKeyDown(Keys.Q)) | |
remove = false; | |
if (Keyboard.GetState().IsKeyDown(Keys.Space) && oldState.IsKeyUp(Keys.Space)) | |
{ | |
explosionList.Add(new explode(GraphicsDevice, boxText, box, size)); | |
remove = true; | |
} | |
foreach(explode explosion in explosionList) | |
{ | |
explosion.Update(); | |
} | |
oldState = Keyboard.GetState(); | |
// TODO: Add your update logic here | |
base.Update(gameTime); | |
} | |
/// <summary> | |
/// This is called when the game should draw itself. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Draw(GameTime gameTime) | |
{ | |
GraphicsDevice.Clear(Color.CornflowerBlue); | |
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, null); | |
if (!remove) | |
{ | |
spriteBatch.Draw(boxText, box, null, Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0); | |
} | |
foreach (explode explosion in explosionList) | |
{ | |
explosion.Draw(spriteBatch); | |
} | |
spriteBatch.End(); | |
// TODO: Add your drawing code here | |
base.Draw(gameTime); | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment