Extra2D/examples/flappy_bird/BaseScene.cpp

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// ============================================================================
// BaseScene.cpp - Flappy Bird 基础场景实现
// ============================================================================
#include "BaseScene.h"
#include <scene/transition_scene.h>
#include <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
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);
}
void BaseScene::renderContent(extra2d::RenderBackend &renderer) {
// 如果视口参数未初始化onEnter 还没被调用),先初始化
if (scaledGameWidth_ <= 0.0f || scaledGameHeight_ <= 0.0f) {
updateViewport();
}
// 检查窗口大小是否改变
auto &app = extra2d::Application::instance();
float currentWindowWidth = static_cast<float>(app.window().getWidth());
float currentWindowHeight = static_cast<float>(app.window().getHeight());
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) {
updateViewport();
}
// 检查当前场景是否作为 TransitionScene 的子场景被渲染
bool isChildOfTransition = false;
if (auto parentNode = parent()) {
if (dynamic_cast<extra2d::TransitionScene *>(parentNode.get())) {
isChildOfTransition = true;
}
}
if (isChildOfTransition) {
// 作为 TransitionScene 的子场景时,需要设置正确的投影矩阵
// 使用游戏逻辑分辨率作为投影区域,让 TransitionScene 控制整体视口
auto camera = getActiveCamera();
if (camera) {
// 设置投影矩阵覆盖整个游戏逻辑区域
renderer.setViewProjection(camera->getViewProjectionMatrix());
}
// 渲染场景内容(投影矩阵已设置,直接渲染)
batchUpdateTransforms();
renderer.beginSpriteBatch();
render(renderer);
renderer.endSpriteBatch();
} else {
// 正常渲染时,调用父类的 renderContent 处理视口和投影
renderer.setViewport(static_cast<int>(viewportOffsetX_),
static_cast<int>(viewportOffsetY_),
static_cast<int>(scaledGameWidth_),
static_cast<int>(scaledGameHeight_));
extra2d::Scene::renderContent(renderer);
}
}
} // namespace flappybird