82 lines
3.2 KiB
C++
82 lines
3.2 KiB
C++
|
|
// ============================================================================
|
|||
|
|
// BaseScene.cpp - Flappy Bird 基础场景实现
|
|||
|
|
// ============================================================================
|
|||
|
|
|
|||
|
|
#include "BaseScene.h"
|
|||
|
|
#include <extra2d/utils/logger.h>
|
|||
|
|
|
|||
|
|
namespace flappybird {
|
|||
|
|
|
|||
|
|
BaseScene::BaseScene() {
|
|||
|
|
// 设置背景颜色为黑色(窗口四周会显示这个颜色)
|
|||
|
|
setBackgroundColor(extra2d::Color(0.0f, 0.0f, 0.0f, 1.0f));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void BaseScene::onEnter() {
|
|||
|
|
extra2d::Scene::onEnter();
|
|||
|
|
// 计算并更新视口
|
|||
|
|
updateViewport();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void BaseScene::updateViewport() {
|
|||
|
|
auto &app = extra2d::Application::instance();
|
|||
|
|
float windowWidth = static_cast<float>(app.window().getWidth());
|
|||
|
|
float windowHeight = static_cast<float>(app.window().getHeight());
|
|||
|
|
|
|||
|
|
// 计算游戏内容在窗口中的居中位置
|
|||
|
|
// 保持游戏原始宽高比,进行"黑边"适配
|
|||
|
|
float scaleX = windowWidth / GAME_WIDTH;
|
|||
|
|
float scaleY = windowHeight / GAME_HEIGHT;
|
|||
|
|
// 使用较小的缩放比例,确保游戏内容完整显示在窗口中
|
|||
|
|
float scale = std::min(scaleX, scaleY);
|
|||
|
|
|
|||
|
|
scaledGameWidth_ = GAME_WIDTH * scale;
|
|||
|
|
scaledGameHeight_ = GAME_HEIGHT * scale;
|
|||
|
|
// 计算居中偏移,使游戏内容在窗口中水平和垂直居中
|
|||
|
|
viewportOffsetX_ = (windowWidth - scaledGameWidth_) * 0.5f;
|
|||
|
|
viewportOffsetY_ = (windowHeight - scaledGameHeight_) * 0.5f;
|
|||
|
|
|
|||
|
|
// 设置视口大小为游戏逻辑分辨率
|
|||
|
|
setViewportSize(GAME_WIDTH, GAME_HEIGHT);
|
|||
|
|
|
|||
|
|
// 创建并设置相机
|
|||
|
|
auto camera = extra2d::makePtr<extra2d::Camera>();
|
|||
|
|
// 设置正交投影,覆盖整个游戏逻辑区域
|
|||
|
|
// 注意:对于2D游戏,Y轴向下增长,所以bottom > top
|
|||
|
|
camera->setViewport(0.0f, GAME_WIDTH, GAME_HEIGHT, 0.0f);
|
|||
|
|
setCamera(camera);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void BaseScene::onRender(extra2d::RenderBackend &renderer) {
|
|||
|
|
// 检查窗口大小是否改变,如果改变则更新视口
|
|||
|
|
auto &app = extra2d::Application::instance();
|
|||
|
|
float currentWindowWidth = static_cast<float>(app.window().getWidth());
|
|||
|
|
float currentWindowHeight = static_cast<float>(app.window().getHeight());
|
|||
|
|
|
|||
|
|
// 如果窗口大小改变,重新计算视口
|
|||
|
|
float expectedWidth = scaledGameWidth_ + viewportOffsetX_ * 2.0f;
|
|||
|
|
float expectedHeight = scaledGameHeight_ + viewportOffsetY_ * 2.0f;
|
|||
|
|
if (std::abs(currentWindowWidth - expectedWidth) > 1.0f ||
|
|||
|
|
std::abs(currentWindowHeight - expectedHeight) > 1.0f) {
|
|||
|
|
E2D_LOG_INFO("BaseScene::onRender - window size changed from ({} x {}) to "
|
|||
|
|
"({} x {}), updating viewport",
|
|||
|
|
expectedWidth, expectedHeight, currentWindowWidth,
|
|||
|
|
currentWindowHeight);
|
|||
|
|
updateViewport();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 设置视口为居中区域
|
|||
|
|
E2D_LOG_INFO(
|
|||
|
|
"BaseScene::onRender - setting viewport: x={}, y={}, width={}, height={}",
|
|||
|
|
static_cast<int>(viewportOffsetX_), static_cast<int>(viewportOffsetY_),
|
|||
|
|
static_cast<int>(scaledGameWidth_), static_cast<int>(scaledGameHeight_));
|
|||
|
|
renderer.setViewport(
|
|||
|
|
static_cast<int>(viewportOffsetX_), static_cast<int>(viewportOffsetY_),
|
|||
|
|
static_cast<int>(scaledGameWidth_), static_cast<int>(scaledGameHeight_));
|
|||
|
|
|
|||
|
|
// 调用父类的 onRender 进行实际渲染
|
|||
|
|
extra2d::Scene::onRender(renderer);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
} // namespace flappybird
|