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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public float ShotCooldown = 0f;
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}
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public class Shot {
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static int color = 0;
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public TextureRef Texture;
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public Vector2 Position;
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public Vector2 HalfSize = new Vector2(11, 4);
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public Rectangle Bounds;
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public Vector2 Velocity;
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public Shot(Vector2 position, Vector2 velocity) {
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Texture = (color % 5) switch {
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0 => Textures.Projectile1,
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1 => Textures.Projectile2,
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2 => Textures.Projectile3,
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3 => Textures.Projectile4,
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_ => Textures.Projectile5
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};
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color++;
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Position = position;
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Velocity = velocity;
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Update(0); // set Bounds
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}
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public void Update(float modelTime) {
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Position = Vector2.Add(Position, Vector2.Multiply(Velocity, modelTime));
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Bounds = new Rectangle(
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(int) (Position.X - HalfSize.X),
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(int) (Position.Y - HalfSize.Y),
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(int) HalfSize.X * 2,
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(int) HalfSize.Y * 2);
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}
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}
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public readonly Rectangle Bounds;
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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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Bounds = new Rectangle(0, 0, 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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}
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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, Bounds.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, Bounds.Size.Y - Player.HalfSize.Y);
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Player.ShotCooldown -= modelTime;
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foreach (Shot shot in Shots) {
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shot.Update(modelTime);
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}
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// TODO: move this all into Player.Update().
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if (input[0].Attack && Player.ShotCooldown <= 0) {
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Player.ShotCooldown = 0.2f;
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Vector2 shotOffset = new Vector2(12, 2);
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Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
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Shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
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}
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Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
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Debug.AddToast("shots: " + Shots.Count);
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}
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}
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}
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