diff --git a/Jumpy.Shared/Camera.cs b/Jumpy.Shared/Camera.cs
new file mode 100644
index 0000000..51d88da
--- /dev/null
+++ b/Jumpy.Shared/Camera.cs
@@ -0,0 +1,10 @@
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+namespace Jumpy {
+ class Camera {
+ public const int Width = (int) (320 * 1.5);
+ public const int Height = (int) (180 * 1.5);
+ }
+}
diff --git a/Jumpy.Shared/Jumpy.Shared.projitems b/Jumpy.Shared/Jumpy.Shared.projitems
index 6d43ed9..e3ac01f 100644
--- a/Jumpy.Shared/Jumpy.Shared.projitems
+++ b/Jumpy.Shared/Jumpy.Shared.projitems
@@ -9,6 +9,7 @@
Jumpy.Shared
+
diff --git a/Jumpy.Shared/JumpyGame.cs b/Jumpy.Shared/JumpyGame.cs
index abfcc78..812d180 100644
--- a/Jumpy.Shared/JumpyGame.cs
+++ b/Jumpy.Shared/JumpyGame.cs
@@ -29,7 +29,7 @@ namespace Jumpy {
display.SetFullScreen(fullScreen);
renderTarget = new RenderTarget2D(
- GraphicsDevice, 320, 180, false /* mipmap */,
+ GraphicsDevice, Camera.Width, Camera.Height, false /* mipmap */,
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
base.Initialize();
@@ -40,7 +40,6 @@ namespace Jumpy {
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load("font");
player = new Player(Content.Load("player_1x"));
-
}
// Called once per game. Unloads all game content.
diff --git a/Jumpy.Shared/Player.cs b/Jumpy.Shared/Player.cs
index 6aa99b1..f1bb54f 100644
--- a/Jumpy.Shared/Player.cs
+++ b/Jumpy.Shared/Player.cs
@@ -9,16 +9,15 @@ namespace Jumpy {
enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
enum AirState { Jumping, Ground };
+ private Texture2D texture;
private const int spriteSize = 48;
- private const int spriteWidth = 8;
+ private const int spriteWidth = 7;
private const int moveSpeed = 200;
private const int jumpSpeed = 600;
private const int gravity = 2000;
- private Texture2D texture;
+ private const int groundLevel = Camera.Height - spriteSize / 2;
- // TODO: stop assuming 1920x1080.
- private const int groundLevel = 180 - spriteSize / 2 - 10;
- private Point position = new Point(200, groundLevel);
+ private Point position = new Point(Camera.Width / 2, groundLevel);
private Facing facing = Facing.Right;
private Pose pose = Pose.Standing;
private AirState airState = AirState.Ground;
@@ -82,7 +81,7 @@ namespace Jumpy {
pose = Pose.Jumping;
}
- position.X = (int) Math.Min(Math.Max(position.X, 0 + spriteWidth), 320 - spriteWidth);
+ position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), Camera.Width - spriteWidth);
}
private Point spritePosition(Pose pose, GameTime time) {