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Wraps Texture2Ds around the screen by using a set of RenderTarget2Ds.
public class Game1 : Game
{
private readonly GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
private const int _ScreenWidth = 800;
private const int _ScreenHeight = 600;
private RenderTarget2D _WrapTarget;
private Texture2D _Circle, _Square;
private Vector2 _CirclePosition, _SquarePosition;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
graphics.PreferredBackBufferWidth = _ScreenWidth;
graphics.PreferredBackBufferHeight = _ScreenHeight;
graphics.ApplyChanges();
base.Initialize();
_CirclePosition = new Vector2(_ScreenWidth / 2 - _Circle.Width / 2, _ScreenHeight / 2 - _Circle.Height / 2);
_SquarePosition = new Vector2(_ScreenWidth / 2 - _Square.Width / 2, _ScreenHeight / 2 + _Square.Height / 2);
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
_WrapTarget = new RenderTarget2D(GraphicsDevice, _ScreenWidth * 3, _ScreenHeight * 3);
_Circle = Content.Load<Texture2D>(@"circle");
_Square = Content.Load<Texture2D>(@"square");
}
protected override void Update(GameTime gameTime)
{
if (Keyboard.GetState().IsKeyDown(Keys.D)) _CirclePosition.X += 6;
if (Keyboard.GetState().IsKeyDown(Keys.A)) _CirclePosition.X -= 6;
if (Keyboard.GetState().IsKeyDown(Keys.W)) _CirclePosition.Y -= 6;
if (Keyboard.GetState().IsKeyDown(Keys.S)) _CirclePosition.Y += 6;
if (_CirclePosition.X <= - _ScreenWidth + _Circle.Width / 2) _CirclePosition.X = _Circle.Width / 2;
if (_CirclePosition.Y <= - _ScreenHeight + _Circle.Height / 2) _CirclePosition.Y = _Circle.Height / 2;
if (_CirclePosition.X >= _ScreenWidth * 2 - _Circle.Width / 2) _CirclePosition.X = _ScreenWidth - _Circle.Width / 2;
if (_CirclePosition.Y >= _ScreenHeight * 2 - _Circle.Height / 2) _CirclePosition.Y = _ScreenHeight - _Circle.Height / 2;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.SetRenderTarget(_WrapTarget);
GraphicsDevice.Clear(Color.Transparent);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, Matrix.CreateTranslation(_ScreenWidth, _ScreenHeight, 0.00f));
spriteBatch.Draw(_Circle, _CirclePosition, null, Color.White, 0.00f, new Vector2(_Circle.Width / 2.00f, _Circle.Height / 2.00f), Vector2.One, SpriteEffects.None, 0);
spriteBatch.Draw(_Square, _SquarePosition, null, Color.White, 0.00f, new Vector2(_Square.Width / 2.00f, _Square.Height / 2.00f), Vector2.One, SpriteEffects.None, 0);
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.LightYellow);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(0, 0, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(_ScreenWidth, 0, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(_ScreenWidth * 2, 0, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(0, _ScreenHeight, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(_ScreenWidth, _ScreenHeight, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(_ScreenWidth * 2, _ScreenHeight, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(0, _ScreenHeight * 2, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(_ScreenWidth, _ScreenHeight * 2, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.Draw(_WrapTarget, Vector2.Zero, new Rectangle(_ScreenWidth * 2, _ScreenHeight * 2, _ScreenWidth, _ScreenHeight), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
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