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using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic;
namespace SemiColinGames { public sealed class ShmupWorld : IWorld { public class ShmupPlayer { public TextureRef Texture = Textures.Yellow2; // Center of player sprite.
public Vector2 Position = new Vector2(48, 1080 / 8); public Vector2 HalfSize = new Vector2(16, 10);
private float speed = 150f; private float shotCooldown = 0f; private ProfilingList<Shot> shots = new ProfilingList<Shot>(10, "playerShots");
public ProfilingList<Shot> Update( float modelTime, History<Input> input, Rectangle worldBounds) { // Movement update.
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed); Position = Vector2.Add(Position, motion); Position.X = Math.Max(Position.X, HalfSize.X); Position.X = Math.Min(Position.X, worldBounds.Size.X - HalfSize.X); Position.Y = Math.Max(Position.Y, HalfSize.Y); Position.Y = Math.Min(Position.Y, worldBounds.Size.Y - HalfSize.Y);
// Check whether we need to add new shots.
shotCooldown -= modelTime; shots.Clear(); if (input[0].Attack && shotCooldown <= 0) { shotCooldown = 0.2f; Vector2 shotOffset = new Vector2(12, 2); Vector2 shotPosition = Vector2.Add(Position, shotOffset); shots.Add(new Shot(shotPosition, new Vector2(300, 0))); } return shots; } }
public class Shot { static int color = 0; public TextureRef Texture; public Vector2 Position; public Vector2 HalfSize = new Vector2(11, 4); public Rectangle Bounds; public Vector2 Velocity; public Shot(Vector2 position, Vector2 velocity) { Texture = (color % 5) switch { 0 => Textures.Projectile1, 1 => Textures.Projectile2, 2 => Textures.Projectile3, 3 => Textures.Projectile4, _ => Textures.Projectile5 }; color++;
Position = position; Velocity = velocity; Update(0); // set Bounds
}
public void Update(float modelTime) { Position = Vector2.Add(Position, Vector2.Multiply(Velocity, modelTime)); Bounds = new Rectangle( (int) (Position.X - HalfSize.X), (int) (Position.Y - HalfSize.Y), (int) HalfSize.X * 2, (int) HalfSize.Y * 2); } }
public readonly Rectangle Bounds; public readonly ShmupPlayer Player; public readonly ProfilingList<Shot> Shots;
public ShmupWorld() { Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4); Player = new ShmupPlayer(); Shots = new ProfilingList<Shot>(100, "shots"); }
~ShmupWorld() { Dispose(); }
public void Dispose() { GC.SuppressFinalize(this); }
public void Update(float modelTime, History<Input> input) { ProfilingList<Shot> newPlayerShots = Player.Update(modelTime, input, Bounds);
foreach (Shot shot in Shots) { shot.Update(modelTime); }
Shots.AddRange(newPlayerShots); // TODO: inflate bounds rectangle
Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
Debug.AddToast("shots: " + Shots.Count); } } }
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