A stealth-based 2D platformer where you don't have to kill anyone unless you want to. https://www.semicolin.games
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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 {
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<Shot> Shots;
public ShmupWorld() {
Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
Player = new ShmupPlayer();
Shots = new ProfilingList<Shot>(100, "shots");
}
~ShmupWorld() {
Dispose();
}
public void Dispose() {
GC.SuppressFinalize(this);
}
public void Update(float modelTime, History<Input> 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, 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, Bounds.Size.Y - Player.HalfSize.Y);
foreach (Shot shot in Shots) {
shot.Update(modelTime);
}
if (input[0].Attack && !input[1].Attack) {
Vector2 shotOffset = new Vector2(12, 2);
Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
Shots.Add(new Shot(shotPosition, new Vector2(300, 40)));
Shots.Add(new Shot(shotPosition, new Vector2(300, 20)));
Shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
Shots.Add(new Shot(shotPosition, new Vector2(300, -20)));
Shots.Add(new Shot(shotPosition, new Vector2(300, -40)));
new Shot(shotPosition, Vector2.Zero);
}
Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
}
}
}