clamp player movement to world
This commit is contained in:
parent
bdfe5555b8
commit
7695f45cc0
@ -8,17 +8,17 @@ namespace SemiColinGames {
|
|||||||
|
|
||||||
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
|
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
|
||||||
|
|
||||||
private readonly Color backgroundColor = Color.DarkBlue;
|
private readonly Color backgroundColor = Color.Black;
|
||||||
|
|
||||||
private readonly GraphicsDevice graphics;
|
private readonly GraphicsDevice graphics;
|
||||||
private readonly RenderTarget2D sceneTarget;
|
private readonly RenderTarget2D sceneTarget;
|
||||||
private readonly SpriteBatch spriteBatch;
|
private readonly SpriteBatch spriteBatch;
|
||||||
|
|
||||||
public ShmupScene(GraphicsDevice graphics) {
|
public ShmupScene(GraphicsDevice graphics, Point worldSize) {
|
||||||
this.graphics = graphics;
|
this.graphics = graphics;
|
||||||
|
|
||||||
sceneTarget = new RenderTarget2D(
|
sceneTarget = new RenderTarget2D(
|
||||||
graphics, 1920 / 4, 1080 / 4, false /* mipmap */,
|
graphics, worldSize.X, worldSize.Y, false /* mipmap */,
|
||||||
graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
|
graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
|
||||||
spriteBatch = new SpriteBatch(graphics);
|
spriteBatch = new SpriteBatch(graphics);
|
||||||
}
|
}
|
||||||
@ -28,6 +28,8 @@ namespace SemiColinGames {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Dispose() {
|
public void Dispose() {
|
||||||
|
sceneTarget.Dispose();
|
||||||
|
spriteBatch.Dispose();
|
||||||
GC.SuppressFinalize(this);
|
GC.SuppressFinalize(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -43,7 +45,12 @@ namespace SemiColinGames {
|
|||||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
|
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
|
||||||
SamplerState.PointClamp, DepthStencilState.Default,
|
SamplerState.PointClamp, DepthStencilState.Default,
|
||||||
RasterizerState.CullNone);
|
RasterizerState.CullNone);
|
||||||
spriteBatch.Draw(Textures.Yellow2.Get, Vector2.Floor(world.Player.Position), Color.White);
|
|
||||||
|
// Draw player.
|
||||||
|
Texture2D playerTexture = world.Player.Texture.Get;
|
||||||
|
Vector2 spriteCenter = new Vector2(playerTexture.Width / 2, playerTexture.Height / 2);
|
||||||
|
Vector2 drawPos = Vector2.Floor(Vector2.Subtract(world.Player.Position, spriteCenter));
|
||||||
|
spriteBatch.Draw(playerTexture, drawPos, Color.White);
|
||||||
spriteBatch.End();
|
spriteBatch.End();
|
||||||
|
|
||||||
// Get ready to draw sceneTarget to screen.
|
// Get ready to draw sceneTarget to screen.
|
||||||
|
@ -5,14 +5,18 @@ using System.Collections.Generic;
|
|||||||
|
|
||||||
namespace SemiColinGames {
|
namespace SemiColinGames {
|
||||||
public sealed class ShmupWorld : IWorld {
|
public sealed class ShmupWorld : IWorld {
|
||||||
public struct ShmupPlayer {
|
public class ShmupPlayer {
|
||||||
|
public TextureRef Texture = Textures.Yellow2;
|
||||||
// Center of player sprite.
|
// Center of player sprite.
|
||||||
public Vector2 Position;
|
public Vector2 Position = new Vector2(32, 1080 / 8);
|
||||||
|
public Vector2 HalfSize = new Vector2(16, 10);
|
||||||
}
|
}
|
||||||
|
|
||||||
public ShmupPlayer Player;
|
public readonly Point Size;
|
||||||
|
public readonly ShmupPlayer Player;
|
||||||
|
|
||||||
public ShmupWorld() {
|
public ShmupWorld() {
|
||||||
|
Size = new Point(1920 / 4, 1080 / 4);
|
||||||
Player = new ShmupPlayer();
|
Player = new ShmupPlayer();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -28,6 +32,11 @@ namespace SemiColinGames {
|
|||||||
float speed = 150f;
|
float speed = 150f;
|
||||||
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
|
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
|
||||||
Player.Position = Vector2.Add(Player.Position, motion);
|
Player.Position = Vector2.Add(Player.Position, motion);
|
||||||
|
Player.Position.X = Math.Max(Player.Position.X, Player.HalfSize.X);
|
||||||
|
Player.Position.X = Math.Min(Player.Position.X, Size.X - Player.HalfSize.X);
|
||||||
|
Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
|
||||||
|
Player.Position.Y = Math.Min(Player.Position.Y, Size.Y - Player.HalfSize.Y);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -70,7 +70,7 @@ namespace SemiColinGames {
|
|||||||
scene?.Dispose();
|
scene?.Dispose();
|
||||||
// scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
|
// scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
|
||||||
// scene = new TreeScene(GraphicsDevice);
|
// scene = new TreeScene(GraphicsDevice);
|
||||||
scene = new ShmupScene(GraphicsDevice);
|
scene = new ShmupScene(GraphicsDevice, ((ShmupWorld) world).Size);
|
||||||
|
|
||||||
GC.Collect();
|
GC.Collect();
|
||||||
GC.WaitForPendingFinalizers();
|
GC.WaitForPendingFinalizers();
|
||||||
|
Loading…
Reference in New Issue
Block a user