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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); // TODO: use a bounds rect instead of HalfSize.
public Vector2 HalfSize = new Vector2(16, 10);
private float speed = 150f; private float shotCooldown = 0f;
public void Update(float modelTime, History<Input> input, Rectangle worldBounds, ProfilingList<Shot> newShots) { // Movement update.
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed); Position = Vector2.Add(Position, motion); Position.X = Math.Max(Position.X, HalfSize.X); Position.X = Math.Min(Position.X, worldBounds.Size.X - HalfSize.X); Position.Y = Math.Max(Position.Y, HalfSize.Y); Position.Y = Math.Min(Position.Y, worldBounds.Size.Y - HalfSize.Y);
// Check whether we need to add new shots.
shotCooldown -= modelTime; if (input[0].Attack && shotCooldown <= 0) { shotCooldown = 0.2f; Vector2 shotOffset = new Vector2(12, 2); Vector2 shotPosition = Vector2.Add(Position, shotOffset); newShots.Add(new Shot(shotPosition, new Vector2(300, 0))); } }
public void Draw(SpriteBatch spriteBatch) { Texture2D texture = Texture.Get; Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2); Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter)); spriteBatch.Draw(texture, drawPos, Color.White); } }
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 void Draw(SpriteBatch spriteBatch) { Texture2D texture = Texture.Get; Vector2 center = new Vector2(texture.Width / 2, texture.Height / 2); spriteBatch.Draw(texture, Vector2.Floor(Vector2.Subtract(Position, center)), Color.White); } }
public interface IMoveBehavior { public Vector2 Velocity(float modelTime); }
public class MoveLeft : IMoveBehavior { public Vector2 Velocity(float modelTime) { return new Vector2(-100, 0); } }
public class Enemy { public TextureRef Texture = Textures.Blue1; // Center of sprite.
public Vector2 Position = new Vector2(1920 / 4 - 48, 1080 / 8); // TODO: use a bounds rect instead of HalfSize.
public Vector2 HalfSize = new Vector2(16, 10); public Rectangle Bounds; private IMoveBehavior moveBehavior = new MoveLeft();
public void Update(float modelTime) { Vector2 velocity = moveBehavior.Velocity(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 void Draw(SpriteBatch spriteBatch) { Texture2D texture = Texture.Get; Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2); Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter)); spriteBatch.Draw(texture, drawPos, null, Color.White, 0f, spriteCenter, Vector2.One, SpriteEffects.FlipHorizontally, 0f); } }
public readonly Rectangle Bounds; public readonly ShmupPlayer Player; public readonly ProfilingList<Enemy> Enemies; public readonly ProfilingList<Shot> Shots; private ProfilingList<Shot> newShots;
public ShmupWorld() { Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4); Player = new ShmupPlayer(); Enemies = new ProfilingList<Enemy>(100, "enemies"); Enemies.Add(new Enemy()); Shots = new ProfilingList<Shot>(100, "shots"); newShots = new ProfilingList<Shot>(100, "newShots"); }
~ShmupWorld() { Dispose(); }
public void Dispose() { GC.SuppressFinalize(this); }
public void Update(float modelTime, History<Input> input) { // Update player, enemies, & shots.
newShots.Clear(); Player.Update(modelTime, input, Bounds, newShots); foreach (Enemy enemy in Enemies) { enemy.Update(modelTime); } foreach (Shot shot in Shots) { shot.Update(modelTime); }
// Add new shots.
Shots.AddRange(newShots);
// Reap off-screen objects.
Rectangle paddedBounds = Bounds; paddedBounds.Inflate(16, 16); Shots.RemoveAll(shot => !paddedBounds.Intersects(shot.Bounds)); Enemies.RemoveAll(enemy => !paddedBounds.Intersects(enemy.Bounds));
Debug.AddToast("shots: " + Shots.Count + " enemies: " + Enemies.Count); } } }
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