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Add simple NPC.

GitOrigin-RevId: 47cd7abaf8
master
Colin McMillen 4 years ago
parent
commit
02b1dd4874
  1. 2
      Shared/Input.cs
  2. 46
      Shared/NPC.cs
  3. 2
      Shared/Player.cs
  4. 1
      Shared/Shared.projitems
  5. 1
      Shared/SneakGame.cs
  6. 1
      Shared/Textures.cs
  7. 12
      Shared/World.cs

2
Shared/Input.cs

@ -42,7 +42,7 @@ namespace SemiColinGames {
keyboard.IsKeyDown(Keys.K);
Debug = gamePad.IsButtonDown(Buttons.Back) || keyboard.IsKeyDown(Keys.OemMinus);
Pause = gamePad.IsButtonDown(Buttons.Start) || keyboard.IsKeyDown(Keys.Pause);
Pause = gamePad.IsButtonDown(Buttons.Start) || keyboard.IsKeyDown(Keys.P);
// Then potential motion directions. If the player attempts to input opposite directions at
// once (up & down or left & right), those inputs cancel out, resulting in no motion.

46
Shared/NPC.cs

@ -0,0 +1,46 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
class NPC {
private Point position;
private const int spriteWidth = 96;
private const int spriteHeight = 81;
private const int spriteCenterYOffset = 3;
public NPC(Point position) {
this.position = position;
}
public int Facing { get; private set; } = 1;
public void Update(float modelTime) {
if (Facing == 1 && position.X > 16 * 39) {
Facing = -1;
}
if (Facing == -1 && position.X < 16 * 24) {
Facing = 1;
}
position.X += (int) (120 * Facing * modelTime);
}
private int SpriteIndex() {
int frameNum = (int) Clock.ModelTime.TotalMilliseconds / 125 % 4;
return 35 + frameNum;
}
public void Draw(SpriteBatch spriteBatch) {
int index = SpriteIndex();
Rectangle textureSource = new Rectangle(index * spriteWidth, 0, spriteWidth, spriteHeight);
Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
SpriteEffects effect = Facing == 1 ?
SpriteEffects.None : SpriteEffects.FlipHorizontally;
Color color = Color.White;
spriteBatch.Draw(Textures.Executioner.Get, position.ToVector2(), textureSource, color, 0f,
spriteCenter, Vector2.One, effect, 0f);
}
}
}

2
Shared/Player.cs

@ -263,7 +263,7 @@ namespace SemiColinGames {
Rectangle textureSource = new Rectangle(index * spriteWidth, 0, spriteWidth, spriteHeight);
Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
SpriteEffects effect = Facing == 1 ?
SpriteEffects.FlipHorizontally : SpriteEffects.None;
SpriteEffects.None : SpriteEffects.FlipHorizontally;
Color color = Color.White;
if (invincibilityTime > 0 && invincibilityTime % 0.2f > 0.1f) {
color = new Color(0.5f, 0.5f, 0.5f, 0.5f);

1
Shared/Shared.projitems

@ -11,6 +11,7 @@
<ItemGroup>
<Compile Include="$(MSBuildThisFileDirectory)Camera.cs" />
<Compile Include="$(MSBuildThisFileDirectory)ExtensionMethods.cs" />
<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Text.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Textures.cs" />

1
Shared/SneakGame.cs

@ -121,6 +121,7 @@ namespace SemiColinGames {
float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
Clock.AddModelTime(modelTime);
player.Update(modelTime, input, world.CollisionTargets);
world.Update(modelTime);
linesOfSight.Update(player, world.CollisionTargets);
camera.Update(player.Position, world.Width);
if (player.Health <= 0) {

1
Shared/Textures.cs

@ -34,6 +34,7 @@ namespace SemiColinGames {
public static SpriteFont BannerFont;
public static TextureRef Player = new TextureRef("sprites/ccg/ninja_female");
public static TextureRef Executioner = new TextureRef("sprites/ccg/executioner_female");
public static TextureRef Heart = new TextureRef("sprites/semicolin/heart");
// Backgrounds are indexed by draw order; the first element should be drawn furthest back.

12
Shared/World.cs

@ -91,6 +91,8 @@ namespace SemiColinGames {
readonly Tile[] tiles;
readonly Tile[] decorations;
readonly NPC[] npcs = new NPC[1];
// Size of World in terms of tile grid.
private readonly int tileWidth;
private readonly int tileHeight;
@ -105,6 +107,7 @@ namespace SemiColinGames {
}
public World(string levelSpecification) {
npcs[0] = new NPC(new Point(16 * 38, 16 * 12));
var tilesList = new List<Tile>();
var decorationsList = new List<Tile>();
string[] worldDesc = levelSpecification.Substring(1).Split('\n');
@ -152,10 +155,19 @@ namespace SemiColinGames {
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
}
public void Update(float modelTime) {
foreach (NPC npc in npcs) {
npc.Update(modelTime);
}
}
public void DrawBackground(SpriteBatch spriteBatch) {
foreach (Tile t in decorations) {
t.Draw(spriteBatch);
}
foreach (NPC npc in npcs) {
npc.Draw(spriteBatch);
}
}
public void DrawForeground(SpriteBatch spriteBatch) {

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