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add basic shmup game

main
Colin McMillen 2 years ago
parent
commit
fd4bf85d1c
  1. 2
      Shared/Shared.projitems
  2. 76
      Shared/ShmupScene.cs
  3. 33
      Shared/ShmupWorld.cs
  4. 6
      Shared/SneakGame.cs
  5. 3
      Shared/Textures.cs

2
Shared/Shared.projitems

@ -17,6 +17,8 @@
<Compile Include="$(MSBuildThisFileDirectory)MusicPlayer.cs" />
<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
<Compile Include="$(MSBuildThisFileDirectory)ProfilingList.cs" />
<Compile Include="$(MSBuildThisFileDirectory)ShmupScene.cs" />
<Compile Include="$(MSBuildThisFileDirectory)ShmupWorld.cs" />
<Compile Include="$(MSBuildThisFileDirectory)SneakScene.cs" />
<Compile Include="$(MSBuildThisFileDirectory)SneakWorld.cs" />
<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />

76
Shared/ShmupScene.cs

@ -0,0 +1,76 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
public sealed class ShmupScene : IScene {
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
private readonly Color backgroundColor = Color.DarkBlue;
private readonly GraphicsDevice graphics;
private readonly RenderTarget2D sceneTarget;
private readonly SpriteBatch spriteBatch;
public ShmupScene(GraphicsDevice graphics) {
this.graphics = graphics;
sceneTarget = new RenderTarget2D(
graphics, 1920 / 4, 1080 / 4, false /* mipmap */,
graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
spriteBatch = new SpriteBatch(graphics);
}
~ShmupScene() {
Dispose();
}
public void Dispose() {
GC.SuppressFinalize(this);
}
public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
ShmupWorld world = (ShmupWorld) iworld;
graphics.SetRenderTarget(null);
graphics.Clear(backgroundColor);
// Draw scene to sceneTarget.
graphics.SetRenderTarget(sceneTarget);
graphics.Clear(backgroundColor);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
SamplerState.PointClamp, DepthStencilState.Default,
RasterizerState.CullNone);
spriteBatch.Draw(Textures.SilverBlue1.Get, Vector2.Floor(world.Player.Position), Color.White);
spriteBatch.End();
// Get ready to draw sceneTarget to screen.
graphics.SetRenderTarget(null);
// Letterbox the scene if needed.
float aspectRatio = 1.0f * graphics.Viewport.Width / graphics.Viewport.Height;
Rectangle drawRect;
if (aspectRatio > DESIRED_ASPECT_RATIO) {
// Need to letterbox the sides.
int desiredWidth = (int) (graphics.Viewport.Height * DESIRED_ASPECT_RATIO);
int padding = (graphics.Viewport.Width - desiredWidth) / 2;
drawRect = new Rectangle(padding, 0, desiredWidth, graphics.Viewport.Height);
} else {
// Need to letterbox the top / bottom.
int desiredHeight = (int) (graphics.Viewport.Width / DESIRED_ASPECT_RATIO);
int padding = (graphics.Viewport.Height - desiredHeight) / 2;
drawRect = new Rectangle(0, padding, graphics.Viewport.Width, desiredHeight);
}
// Actually draw to screen.
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
SamplerState.PointClamp, DepthStencilState.Default,
RasterizerState.CullNone);
spriteBatch.Draw(sceneTarget, drawRect, Color.White);
spriteBatch.End();
}
}
}

33
Shared/ShmupWorld.cs

@ -0,0 +1,33 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
public sealed class ShmupWorld : IWorld {
public struct ShmupPlayer {
// Center of player sprite.
public Vector2 Position;
}
public ShmupPlayer Player;
public ShmupWorld() {
Player = new ShmupPlayer();
}
~ShmupWorld() {
Dispose();
}
public void Dispose() {
GC.SuppressFinalize(this);
}
public void Update(float modelTime, History<Input> input) {
float speed = 150f;
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
Player.Position = Vector2.Add(Player.Position, motion);
}
}
}

6
Shared/SneakGame.cs

@ -64,11 +64,13 @@ namespace SemiColinGames {
private void LoadLevel() {
world?.Dispose();
world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
// world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
// world = new TreeWorld();
world = new ShmupWorld();
scene?.Dispose();
scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
// scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
// scene = new TreeScene(GraphicsDevice);
scene = new ShmupScene(GraphicsDevice);
GC.Collect();
GC.WaitForPendingFinalizers();

3
Shared/Textures.cs

@ -40,6 +40,9 @@ namespace SemiColinGames {
// UI sprites.
public static TextureRef Heart = new TextureRef("sprites/semicolin/heart");
// Ship sprites.
public static TextureRef SilverBlue1 = new TextureRef("sprites/dylestorm/SilverBlue-1");
// Backgrounds are indexed by draw order; the first element should be drawn furthest back.
public static TextureRef[] Backgrounds = new TextureRef[] {
new TextureRef("backgrounds/szadiart/pf4/background1_day"),

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