pull out world viewport size into a Camera class
GitOrigin-RevId: 92cd946afeaee9ba1503e55be239e3384100cc9a
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10
Jumpy.Shared/Camera.cs
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10
Jumpy.Shared/Camera.cs
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@ -0,0 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Jumpy {
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class Camera {
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public const int Width = (int) (320 * 1.5);
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public const int Height = (int) (180 * 1.5);
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}
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}
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@ -9,6 +9,7 @@
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<Import_RootNamespace>Jumpy.Shared</Import_RootNamespace>
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<Import_RootNamespace>Jumpy.Shared</Import_RootNamespace>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="$(MSBuildThisFileDirectory)Camera.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)IDisplay.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)IDisplay.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)KeyboardInput.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)KeyboardInput.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)JumpyGame.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)JumpyGame.cs" />
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@ -29,7 +29,7 @@ namespace Jumpy {
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display.SetFullScreen(fullScreen);
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display.SetFullScreen(fullScreen);
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renderTarget = new RenderTarget2D(
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renderTarget = new RenderTarget2D(
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GraphicsDevice, 320, 180, false /* mipmap */,
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GraphicsDevice, Camera.Width, Camera.Height, false /* mipmap */,
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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base.Initialize();
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base.Initialize();
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@ -40,7 +40,6 @@ namespace Jumpy {
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spriteBatch = new SpriteBatch(GraphicsDevice);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("font");
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font = Content.Load<SpriteFont>("font");
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player = new Player(Content.Load<Texture2D>("player_1x"));
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player = new Player(Content.Load<Texture2D>("player_1x"));
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}
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}
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// Called once per game. Unloads all game content.
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// Called once per game. Unloads all game content.
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@ -9,16 +9,15 @@ namespace Jumpy {
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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enum AirState { Jumping, Ground };
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enum AirState { Jumping, Ground };
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private Texture2D texture;
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private const int spriteSize = 48;
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private const int spriteSize = 48;
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private const int spriteWidth = 8;
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private const int spriteWidth = 7;
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private const int moveSpeed = 200;
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private const int moveSpeed = 200;
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private const int jumpSpeed = 600;
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private const int jumpSpeed = 600;
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private const int gravity = 2000;
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private const int gravity = 2000;
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private Texture2D texture;
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private const int groundLevel = Camera.Height - spriteSize / 2;
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// TODO: stop assuming 1920x1080.
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private Point position = new Point(Camera.Width / 2, groundLevel);
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private const int groundLevel = 180 - spriteSize / 2 - 10;
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private Point position = new Point(200, groundLevel);
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private Facing facing = Facing.Right;
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private Facing facing = Facing.Right;
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private Pose pose = Pose.Standing;
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private Pose pose = Pose.Standing;
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private AirState airState = AirState.Ground;
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private AirState airState = AirState.Ground;
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@ -82,7 +81,7 @@ namespace Jumpy {
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pose = Pose.Jumping;
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pose = Pose.Jumping;
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}
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}
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position.X = (int) Math.Min(Math.Max(position.X, 0 + spriteWidth), 320 - spriteWidth);
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position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), Camera.Width - spriteWidth);
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}
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}
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private Point spritePosition(Pose pose, GameTime time) {
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private Point spritePosition(Pose pose, GameTime time) {
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