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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 float ShotCooldown = 0f; }
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); Player.ShotCooldown -= modelTime;
foreach (Shot shot in Shots) { shot.Update(modelTime); }
// TODO: move this all into Player.Update().
if (input[0].Attack && Player.ShotCooldown <= 0) { Player.ShotCooldown = 0.2f; Vector2 shotOffset = new Vector2(12, 2); Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset); Shots.Add(new Shot(shotPosition, new Vector2(300, 0))); }
Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
Debug.AddToast("shots: " + Shots.Count); } } }
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