Player.Update now takes a float which is the model time elapsed.
Player.Draw doesn't depend on time elapsed any more. GitOrigin-RevId: 3396f85f61c8ee430fda8986770663f561538294
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@ -22,6 +22,7 @@ namespace SemiColinGames {
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private double swordSwingTime = 0;
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private double swordSwingTime = 0;
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private double jumpTime = 0;
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private double jumpTime = 0;
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private float ySpeed = 0;
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private float ySpeed = 0;
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private float totalModelTime = 0;
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public Player(Texture2D texture) {
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public Player(Texture2D texture) {
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this.texture = texture;
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this.texture = texture;
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@ -33,9 +34,10 @@ namespace SemiColinGames {
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return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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}
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}
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public void Update(GameTime time, History<Input> input, List<Rectangle> collisionTargets) {
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public void Update(float modelTime, History<Input> input, List<Rectangle> collisionTargets) {
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totalModelTime += modelTime;
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Point oldPosition = position;
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Point oldPosition = position;
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Vector2 movement = HandleInput(time, input);
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Vector2 movement = HandleInput(modelTime, input);
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position = new Point((int) (oldPosition.X + movement.X), (int) (oldPosition.Y + movement.Y));
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position = new Point((int) (oldPosition.X + movement.X), (int) (oldPosition.Y + movement.Y));
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Rectangle oldBbox = Bbox(oldPosition);
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Rectangle oldBbox = Bbox(oldPosition);
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@ -106,9 +108,9 @@ namespace SemiColinGames {
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}
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}
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// Returns the desired (dx, dy) for the player to move this frame.
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// Returns the desired (dx, dy) for the player to move this frame.
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Vector2 HandleInput(GameTime time, History<Input> input) {
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Vector2 HandleInput(float modelTime, History<Input> input) {
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Vector2 result = new Vector2();
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Vector2 result = new Vector2();
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result.X = (int) (input[0].Motion.X * moveSpeed * time.ElapsedGameTime.TotalSeconds);
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result.X = (int) (input[0].Motion.X * moveSpeed * modelTime);
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if (input[0].Jump && !input[1].Jump && jumps > 0) {
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if (input[0].Jump && !input[1].Jump && jumps > 0) {
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jumpTime = 0.3;
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jumpTime = 0.3;
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@ -120,15 +122,15 @@ namespace SemiColinGames {
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swordSwingTime = 0.3;
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swordSwingTime = 0.3;
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}
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}
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result.Y = ySpeed * (float) time.ElapsedGameTime.TotalSeconds;
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result.Y = ySpeed * modelTime;
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ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds;
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ySpeed += gravity * modelTime;
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jumpTime -= time.ElapsedGameTime.TotalSeconds;
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jumpTime -= modelTime;
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swordSwingTime -= time.ElapsedGameTime.TotalSeconds;
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swordSwingTime -= modelTime;
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return result;
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return result;
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}
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}
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private int SpriteIndex(Pose pose, GameTime time) {
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private int SpriteIndex(Pose pose) {
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
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int frameNum = ((int) (totalModelTime * 1000) / 125) % 4;
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if (frameNum == 3) {
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if (frameNum == 3) {
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frameNum = 1;
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frameNum = 1;
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}
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}
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@ -161,8 +163,8 @@ namespace SemiColinGames {
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}
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}
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}
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}
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public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
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public void Draw(SpriteBatch spriteBatch, Camera camera) {
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int index = SpriteIndex(pose, time);
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int index = SpriteIndex(pose);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects effect = facing == Facing.Right ?
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@ -86,8 +86,9 @@ namespace SemiColinGames {
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}
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}
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if (!paused) {
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if (!paused) {
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float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
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List<Rectangle> collisionTargets = world.CollisionTargets();
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List<Rectangle> collisionTargets = world.CollisionTargets();
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player.Update(gameTime, input, collisionTargets);
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player.Update(modelTime, input, collisionTargets);
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camera.Update(player.Position);
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camera.Update(player.Position);
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}
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}
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@ -122,7 +123,7 @@ namespace SemiColinGames {
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spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White);
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spriteBatch.Draw(grasslandBg1, bgTarget, bgSource, Color.White);
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// Draw player.
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// Draw player.
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player.Draw(spriteBatch, camera, gameTime);
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player.Draw(spriteBatch, camera);
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// Draw foreground tiles.
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// Draw foreground tiles.
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world.Draw(spriteBatch, camera);
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world.Draw(spriteBatch, camera);
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