using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; namespace SemiColinGames { public sealed class ShmupWorld : IWorld { public class ShmupPlayer { public TextureRef Texture = Textures.Yellow2; // Center of player sprite. public Vector2 Position = new Vector2(48, 1080 / 8); public Vector2 HalfSize = new Vector2(16, 10); private float speed = 150f; private float shotCooldown = 0f; private ProfilingList shots = new ProfilingList(10, "playerShots"); public ProfilingList Update( float modelTime, History input, Rectangle worldBounds) { // Movement update. Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed); Position = Vector2.Add(Position, motion); Position.X = Math.Max(Position.X, HalfSize.X); Position.X = Math.Min(Position.X, worldBounds.Size.X - HalfSize.X); Position.Y = Math.Max(Position.Y, HalfSize.Y); Position.Y = Math.Min(Position.Y, worldBounds.Size.Y - HalfSize.Y); // Check whether we need to add new shots. shotCooldown -= modelTime; shots.Clear(); if (input[0].Attack && shotCooldown <= 0) { shotCooldown = 0.2f; Vector2 shotOffset = new Vector2(12, 2); Vector2 shotPosition = Vector2.Add(Position, shotOffset); shots.Add(new Shot(shotPosition, new Vector2(300, 0))); } return shots; } } public class Shot { static int color = 0; public TextureRef Texture; public Vector2 Position; public Vector2 HalfSize = new Vector2(11, 4); public Rectangle Bounds; public Vector2 Velocity; public Shot(Vector2 position, Vector2 velocity) { Texture = (color % 5) switch { 0 => Textures.Projectile1, 1 => Textures.Projectile2, 2 => Textures.Projectile3, 3 => Textures.Projectile4, _ => Textures.Projectile5 }; color++; 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 Rectangle Bounds; public readonly ShmupPlayer Player; public readonly ProfilingList Shots; public ShmupWorld() { Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4); Player = new ShmupPlayer(); Shots = new ProfilingList(100, "shots"); } ~ShmupWorld() { Dispose(); } public void Dispose() { GC.SuppressFinalize(this); } public void Update(float modelTime, History input) { ProfilingList newPlayerShots = Player.Update(modelTime, input, Bounds); foreach (Shot shot in Shots) { shot.Update(modelTime); } Shots.AddRange(newPlayerShots); // TODO: inflate bounds rectangle Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds)); Debug.AddToast("shots: " + Shots.Count); } } }