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); public float Speed = 150f; } public class Shot { public TextureRef Texture = Textures.Projectile1; public Vector2 Position; public Vector2 HalfSize = new Vector2(11, 8); public Vector2 Velocity; public Shot(Vector2 position, Vector2 velocity) { Position = position; Velocity = velocity; } } public readonly Point Size; public readonly ShmupPlayer Player; public readonly ProfilingList Shots; public ShmupWorld() { Size = new Point(1920 / 4, 1080 / 4); Player = new ShmupPlayer(); Shots = new ProfilingList(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() { Dispose(); } public void Dispose() { GC.SuppressFinalize(this); } public void Update(float modelTime, History input) { 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.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y); Player.Position.Y = Math.Min(Player.Position.Y, 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); } // Shots.RemoveAll(shot => shot.Position.X > Size.X); } } }