mv World & Scene to SneakWorld & SneakScene.
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56bc1abe06
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987c86fae9
@ -7,7 +7,7 @@ namespace SemiColinGames {
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public void Enter();
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// Returns the name of the new state, or null if we should stay in the same state.
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public string Update(float modelTime, World world, T input);
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public string Update(float modelTime, SneakWorld world, T input);
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}
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public class FSM<T> {
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@ -23,7 +23,7 @@ namespace SemiColinGames {
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public IState<T> State { get; private set; }
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public void Update(float modelTime, World world, T input) {
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public void Update(float modelTime, SneakWorld world, T input) {
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string newState = State.Update(modelTime, world, input);
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if (newState != null) {
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Transition(newState);
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@ -16,7 +16,7 @@ namespace SemiColinGames {
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timeInState = 0;
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}
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public string Update(float modelTime, World world, Object _) {
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public string Update(float modelTime, SneakWorld world, Object _) {
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timeInState += modelTime;
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if (timeInState > 1.0f) {
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npc.Facing *= -1;
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@ -35,7 +35,7 @@ namespace SemiColinGames {
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public void Enter() {}
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public string Update(float modelTime, World world, Object _) {
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public string Update(float modelTime, SneakWorld world, Object _) {
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float moveSpeed = 120;
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float desiredX = npc.Position.X + moveSpeed * npc.Facing * modelTime;
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float testPoint = desiredX + npc.Box.HalfSize.X * npc.Facing;
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@ -110,7 +110,7 @@ namespace SemiColinGames {
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}
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}
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public void Update(float modelTime, World world) {
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public void Update(float modelTime, SneakWorld world) {
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fsm.Update(modelTime, world, null);
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Box = new AABB(Position, halfSize);
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Debug.AddRect(Box, Color.White);
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@ -24,7 +24,7 @@ namespace SemiColinGames {
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public void Enter() {
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}
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public string Update(float modelTime, World world, History<Input> input) {
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public string Update(float modelTime, SneakWorld world, History<Input> input) {
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result = new Vector2() {
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X = input[0].Motion.X * moveSpeed * modelTime
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};
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@ -120,7 +120,7 @@ namespace SemiColinGames {
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public Vector2 Position { get { return position; } }
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public void Update(float modelTime, World world, History<Input> input) {
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public void Update(float modelTime, SneakWorld world, History<Input> input) {
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AABB BoxOffset(Vector2 position, int yOffset) {
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return new AABB(new Vector2(position.X, position.Y + yOffset), halfSize);
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}
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@ -224,7 +224,7 @@ namespace SemiColinGames {
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}
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// Returns the desired (dx, dy) for the player to move this frame.
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Vector2 HandleInput(float modelTime, World world, History<Input> input) {
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Vector2 HandleInput(float modelTime, SneakWorld world, History<Input> input) {
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fsm.Update(modelTime, world, input);
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// TODO: remove ugly cast.
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return ((IPlayerState) fsm.State).Movement;
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@ -16,6 +16,8 @@
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<Compile Include="$(MSBuildThisFileDirectory)IWorld.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)ProfilingList.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakScene.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakWorld.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Sprites.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Strings.cs" />
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@ -31,11 +33,9 @@
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<Compile Include="$(MSBuildThisFileDirectory)Line.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)LinesOfSight.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Player.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Scene.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakGame.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Timer.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)TreeScene.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)TreeWorld.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)World.cs" />
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</ItemGroup>
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</Project>
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@ -64,11 +64,11 @@ namespace SemiColinGames {
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private void LoadLevel() {
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world?.Dispose();
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// world = new World(GraphicsDevice, Content.LoadString("levels/demo.json"));
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world = new TreeWorld();
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world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
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// world = new TreeWorld();
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scene?.Dispose();
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// scene = new Scene(GraphicsDevice, ((World) world).Camera);
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scene = new TreeScene(GraphicsDevice);
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scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
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// scene = new TreeScene(GraphicsDevice);
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GC.Collect();
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GC.WaitForPendingFinalizers();
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@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace SemiColinGames {
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public sealed class Scene : IScene {
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public sealed class SneakScene : IScene {
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
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private readonly Color backgroundColor = Color.CornflowerBlue;
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@ -22,7 +22,7 @@ namespace SemiColinGames {
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// frames can be really slow to draw.
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private int framesToSuppress = 2;
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public Scene(GraphicsDevice graphics, Camera camera) {
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public SneakScene(GraphicsDevice graphics, Camera camera) {
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this.graphics = graphics;
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this.camera = camera;
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@ -43,7 +43,7 @@ namespace SemiColinGames {
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music.Volume = 0.1f;
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}
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~Scene() {
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~SneakScene() {
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Dispose();
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}
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@ -57,7 +57,7 @@ namespace SemiColinGames {
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}
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public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
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World world = (World) iworld;
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SneakWorld world = (SneakWorld) iworld;
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graphics.SetRenderTarget(null);
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graphics.Clear(backgroundColor);
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@ -6,7 +6,7 @@ using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class World : IWorld {
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public sealed class SneakWorld : IWorld {
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// Size of World in terms of tile grid.
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private int gridWidth;
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@ -27,7 +27,7 @@ namespace SemiColinGames {
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public readonly int Height;
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// TODO: it seems weird that World takes in a GraphicsDevice. Remove it?
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public World(GraphicsDevice graphics, string json) {
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public SneakWorld(GraphicsDevice graphics, string json) {
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Camera = new Camera();
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LinesOfSight = new LinesOfSight(graphics);
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@ -90,7 +90,7 @@ namespace SemiColinGames {
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new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
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}
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~World() {
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~SneakWorld() {
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Dispose();
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}
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@ -14,6 +14,10 @@ namespace SemiColinGames {
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this.graphics = graphics;
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}
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~TreeScene() {
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Dispose();
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}
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public void Dispose() {
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GC.SuppressFinalize(this);
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}
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@ -5,6 +5,13 @@ using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class TreeWorld : IWorld {
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public TreeWorld() {
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}
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~TreeWorld() {
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Dispose();
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}
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public void Dispose() {
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GC.SuppressFinalize(this);
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}
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