add some shots (pew pew pew)
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@ -8,7 +8,7 @@ namespace SemiColinGames {
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
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private readonly Color backgroundColor = Color.Black;
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private readonly Color backgroundColor = Color.DarkBlue;
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private readonly GraphicsDevice graphics;
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private readonly GraphicsDevice graphics;
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private readonly RenderTarget2D sceneTarget;
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private readonly RenderTarget2D sceneTarget;
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@ -36,7 +36,7 @@ namespace SemiColinGames {
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public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
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public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
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ShmupWorld world = (ShmupWorld) iworld;
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ShmupWorld world = (ShmupWorld) iworld;
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graphics.SetRenderTarget(null);
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graphics.SetRenderTarget(null);
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graphics.Clear(backgroundColor);
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graphics.Clear(Color.Black);
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// Draw scene to sceneTarget.
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// Draw scene to sceneTarget.
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graphics.SetRenderTarget(sceneTarget);
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graphics.SetRenderTarget(sceneTarget);
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@ -51,6 +51,15 @@ namespace SemiColinGames {
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Vector2 spriteCenter = new Vector2(playerTexture.Width / 2, playerTexture.Height / 2);
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Vector2 spriteCenter = new Vector2(playerTexture.Width / 2, playerTexture.Height / 2);
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(world.Player.Position, spriteCenter));
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(world.Player.Position, spriteCenter));
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spriteBatch.Draw(playerTexture, drawPos, Color.White);
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spriteBatch.Draw(playerTexture, drawPos, Color.White);
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// Draw shots.
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foreach (ShmupWorld.Shot s in world.Shots) {
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Texture2D texture = s.Texture.Get;
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Vector2 center = new Vector2(texture.Width / 2, texture.Height / 2);
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spriteBatch.Draw(texture, Vector2.Floor(Vector2.Subtract(s.Position, center)), Color.White);
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}
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// Finish drawing sprites.
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spriteBatch.End();
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spriteBatch.End();
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// Get ready to draw sceneTarget to screen.
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// Get ready to draw sceneTarget to screen.
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@ -8,16 +8,34 @@ namespace SemiColinGames {
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public class ShmupPlayer {
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public class ShmupPlayer {
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public TextureRef Texture = Textures.Yellow2;
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public TextureRef Texture = Textures.Yellow2;
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// Center of player sprite.
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// Center of player sprite.
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public Vector2 Position = new Vector2(32, 1080 / 8);
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public Vector2 Position = new Vector2(48, 1080 / 8);
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public Vector2 HalfSize = new Vector2(16, 10);
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public Vector2 HalfSize = new Vector2(16, 10);
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public float Speed = 150f;
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}
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public class Shot {
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public TextureRef Texture = Textures.Projectile1;
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public Vector2 Position;
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public Vector2 HalfSize = new Vector2(11, 8);
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public Vector2 Velocity;
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public Shot(Vector2 position, Vector2 velocity) {
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Position = position;
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Velocity = velocity;
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}
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}
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}
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public readonly Point Size;
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public readonly Point Size;
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public readonly ShmupPlayer Player;
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public readonly ShmupPlayer Player;
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public readonly ProfilingList<Shot> Shots;
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public ShmupWorld() {
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public ShmupWorld() {
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Size = new Point(1920 / 4, 1080 / 4);
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Size = new Point(1920 / 4, 1080 / 4);
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Player = new ShmupPlayer();
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Player = new ShmupPlayer();
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Shots = new ProfilingList<Shot>(100, "shots");
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Vector2 velocity = new Vector2(100, 0);
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Shots.Add(new Shot(new Vector2(96, 1080 / 8), velocity));
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Shots.Add(new Shot(new Vector2(96 * 2, 1080 / 8), velocity));
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Shots.Add(new Shot(new Vector2(96 * 4, 1080 / 8), velocity));
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}
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}
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~ShmupWorld() {
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~ShmupWorld() {
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@ -29,14 +47,22 @@ namespace SemiColinGames {
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}
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}
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public void Update(float modelTime, History<Input> input) {
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public void Update(float modelTime, History<Input> input) {
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float speed = 150f;
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * Player.Speed);
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
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Player.Position = Vector2.Add(Player.Position, motion);
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Player.Position = Vector2.Add(Player.Position, motion);
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Player.Position.X = Math.Max(Player.Position.X, Player.HalfSize.X);
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Player.Position.X = Math.Max(Player.Position.X, Player.HalfSize.X);
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Player.Position.X = Math.Min(Player.Position.X, Size.X - Player.HalfSize.X);
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Player.Position.X = Math.Min(Player.Position.X, Size.X - Player.HalfSize.X);
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Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
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Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
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Player.Position.Y = Math.Min(Player.Position.Y, Size.Y - Player.HalfSize.Y);
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Player.Position.Y = Math.Min(Player.Position.Y, Size.Y - Player.HalfSize.Y);
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foreach (Shot shot in Shots) {
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shot.Position = Vector2.Add(shot.Position, Vector2.Multiply(shot.Velocity, modelTime));
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shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
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shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
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shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
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shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
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}
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// Shots.RemoveAll(shot => shot.Position.X > Size.X);
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}
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}
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}
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}
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}
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}
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