Created
December 15, 2015 22:40
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Snowflakes falling using MonoGame
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#r "System.Drawing.dll" | |
#r "System.Windows.Forms.dll" | |
#r @"./packages/MonoGame.Framework.WindowsDX.3.4.0.459/lib/net40/MonoGame.Framework.dll" | |
open Microsoft.Xna.Framework | |
open Microsoft.Xna.Framework.Graphics | |
open Microsoft.Xna.Framework.Input | |
module Text = | |
open System.IO | |
open System.Drawing | |
open System.Windows.Forms | |
let toBitmapStream text = | |
use font = new Font(FontFamily.GenericMonospace, 16.0f) | |
let size = TextRenderer.MeasureText(text, font) | |
use bitmap = new Bitmap(size.Width, size.Height) | |
use g = Graphics.FromImage(bitmap) | |
g.SmoothingMode <- Drawing2D.SmoothingMode.AntiAlias | |
g.TextRenderingHint <- Text.TextRenderingHint.ClearTypeGridFit | |
g.Clear(Color.Transparent) | |
TextRenderer.DrawText(g, text, font, new Point(0, 0), Color.White) | |
let stream = new System.IO.MemoryStream() | |
bitmap.Save(stream, Imaging.ImageFormat.Png) | |
stream.Position <- 0L | |
stream | |
let w, h = 800.0, 600.0 | |
let rnd = System.Random() | |
type flake = { mutable X:float; mutable Y:float; V:float; A:float } | |
type Snowflakes () as this = | |
inherit Game () | |
let graphics = new GraphicsDeviceManager(this) | |
do graphics.PreferredBackBufferWidth <- 800 | |
do graphics.PreferredBackBufferHeight <- 600 | |
let mutable spriteBatch : SpriteBatch = null | |
let mutable textTexture : Texture2D = null | |
let flakes = ResizeArray<_>() | |
override this.LoadContent() = | |
spriteBatch <- new SpriteBatch(this.GraphicsDevice) | |
let textStream = Text.toBitmapStream "F#" | |
textTexture <- Texture2D.FromStream(this.GraphicsDevice, textStream) | |
override this.Update(gameTime) = | |
if (rnd.Next(5)= 0) then | |
let x, y = rnd.NextDouble() * w, -16.0 | |
let a = 45.0 + rnd.NextDouble() * 90.0 | |
let v = (0.5 + rnd.NextDouble())*2.0 | |
let flake = { X=x; Y=y; V=v; A=a } | |
flakes.Add(flake) | |
let onScreen, offScreen = flakes |> Seq.toList |> List.partition (fun flake -> flake.Y < h) | |
for flake in onScreen do | |
let r = flake.A * System.Math.PI / 180.0 | |
flake.X <- flake.X + ((cos r) * flake.V) | |
flake.Y <- flake.Y + ((sin r) * flake.V) | |
for flake in offScreen do | |
flakes.Remove(flake) |> ignore | |
override this.Draw(gameTime) = | |
this.GraphicsDevice.Clear Color.Black | |
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied) | |
let origin = System.Nullable(Vector2(float32 textTexture.Width/2.0f, float32 textTexture.Height/2.0f)) | |
for flake in flakes do | |
let position = System.Nullable(Vector2(float32 flake.X,float32 flake.Y)) | |
let r = flake.A * System.Math.PI / 180.0 | |
spriteBatch.Draw(textTexture, position=position, rotation=float32 r) | |
spriteBatch.End() | |
do | |
use game = new Snowflakes() | |
game.Run() |
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