2020-11-19 19:44:12 +00:00
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class ShmupWorld : IWorld {
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2020-11-19 21:36:21 +00:00
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public class ShmupPlayer {
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public TextureRef Texture = Textures.Yellow2;
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// Center of player sprite.
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public Vector2 Position = new Vector2(48, 1080 / 8);
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public Vector2 HalfSize = new Vector2(16, 10);
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public float Speed = 150f;
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}
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public class Shot {
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public TextureRef Texture = Textures.Projectile1;
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public Vector2 Position;
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public Vector2 HalfSize = new Vector2(11, 8);
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public Vector2 Velocity;
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public Shot(Vector2 position, Vector2 velocity) {
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Position = position;
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Velocity = velocity;
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}
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2020-11-19 19:44:12 +00:00
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}
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2020-11-19 21:36:21 +00:00
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public readonly Point Size;
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public readonly ShmupPlayer Player;
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public readonly ProfilingList<Shot> Shots;
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public ShmupWorld() {
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Size = new Point(1920 / 4, 1080 / 4);
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Player = new ShmupPlayer();
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Shots = new ProfilingList<Shot>(100, "shots");
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Vector2 velocity = new Vector2(100, 0);
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Shots.Add(new Shot(new Vector2(96, 1080 / 8), velocity));
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Shots.Add(new Shot(new Vector2(96 * 2, 1080 / 8), velocity));
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Shots.Add(new Shot(new Vector2(96 * 4, 1080 / 8), velocity));
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}
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~ShmupWorld() {
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Dispose();
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}
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public void Dispose() {
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GC.SuppressFinalize(this);
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}
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public void Update(float modelTime, History<Input> input) {
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * Player.Speed);
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Player.Position = Vector2.Add(Player.Position, motion);
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Player.Position.X = Math.Max(Player.Position.X, Player.HalfSize.X);
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Player.Position.X = Math.Min(Player.Position.X, Size.X - Player.HalfSize.X);
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Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
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Player.Position.Y = Math.Min(Player.Position.Y, Size.Y - Player.HalfSize.Y);
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2020-11-19 22:26:50 +00:00
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foreach (Shot shot in Shots) {
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shot.Position = Vector2.Add(shot.Position, Vector2.Multiply(shot.Velocity, modelTime));
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shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
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shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
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shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
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shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
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}
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// Shots.RemoveAll(shot => shot.Position.X > Size.X);
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}
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}
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}
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