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generate Shots on user input & reap them once offscreen

main
Colin McMillen 3 years ago
parent
commit
db01dcea28
  1. 40
      Shared/ShmupWorld.cs
  2. 2
      Shared/SneakGame.cs

40
Shared/ShmupWorld.cs

@ -16,26 +16,33 @@ namespace SemiColinGames {
public class Shot {
public TextureRef Texture = Textures.Projectile1;
public Vector2 Position;
public Vector2 HalfSize = new Vector2(11, 8);
public Vector2 HalfSize = new Vector2(11, 4);
public Rectangle Bounds;
public Vector2 Velocity;
public Shot(Vector2 position, Vector2 velocity) {
Position = position;
Velocity = velocity;
Update(0); // set Bounds
}
public void Update(float modelTime) {
Position = Vector2.Add(Position, Vector2.Multiply(Velocity, modelTime));
Bounds = new Rectangle(
(int) (Position.X - HalfSize.X),
(int) (Position.Y - HalfSize.Y),
(int) HalfSize.X * 2,
(int) HalfSize.Y * 2);
}
}
public readonly Point Size;
public readonly Rectangle Bounds;
public readonly ShmupPlayer Player;
public readonly ProfilingList<Shot> Shots;
public ShmupWorld() {
Size = new Point(1920 / 4, 1080 / 4);
Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
Player = new ShmupPlayer();
Shots = new ProfilingList<Shot>(100, "shots");
Vector2 velocity = new Vector2(100, 0);
Shots.Add(new Shot(new Vector2(96, 1080 / 8), velocity));
Shots.Add(new Shot(new Vector2(96 * 2, 1080 / 8), velocity));
Shots.Add(new Shot(new Vector2(96 * 4, 1080 / 8), velocity));
}
~ShmupWorld() {
@ -50,19 +57,22 @@ namespace SemiColinGames {
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * Player.Speed);
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.X = Math.Min(Player.Position.X, Bounds.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);
Player.Position.Y = Math.Min(Player.Position.Y, Bounds.Size.Y - Player.HalfSize.Y);
foreach (Shot shot in Shots) {
shot.Position = Vector2.Add(shot.Position, Vector2.Multiply(shot.Velocity, modelTime));
shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
shot.Update(modelTime);
}
if (input[0].Attack && !input[1].Attack) {
Vector2 shotOffset = new Vector2(12, 2);
Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
Shot shot = new Shot(shotPosition, new Vector2(300, 0));
Shots.Add(shot);
}
// Shots.RemoveAll(shot => shot.Position.X > Size.X);
Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
}
}
}

2
Shared/SneakGame.cs

@ -70,7 +70,7 @@ namespace SemiColinGames {
scene?.Dispose();
// scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
// scene = new TreeScene(GraphicsDevice);
scene = new ShmupScene(GraphicsDevice, ((ShmupWorld) world).Size);
scene = new ShmupScene(GraphicsDevice, ((ShmupWorld) world).Bounds.Size);
GC.Collect();
GC.WaitForPendingFinalizers();

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