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add some shots (pew pew pew)

main
Colin McMillen 3 years ago
parent
commit
3c08579ed9
  1. 13
      Shared/ShmupScene.cs
  2. 32
      Shared/ShmupWorld.cs

13
Shared/ShmupScene.cs

@ -8,7 +8,7 @@ namespace SemiColinGames {
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
private readonly Color backgroundColor = Color.Black;
private readonly Color backgroundColor = Color.DarkBlue;
private readonly GraphicsDevice graphics;
private readonly RenderTarget2D sceneTarget;
@ -36,7 +36,7 @@ namespace SemiColinGames {
public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
ShmupWorld world = (ShmupWorld) iworld;
graphics.SetRenderTarget(null);
graphics.Clear(backgroundColor);
graphics.Clear(Color.Black);
// Draw scene to sceneTarget.
graphics.SetRenderTarget(sceneTarget);
@ -51,6 +51,15 @@ namespace SemiColinGames {
Vector2 spriteCenter = new Vector2(playerTexture.Width / 2, playerTexture.Height / 2);
Vector2 drawPos = Vector2.Floor(Vector2.Subtract(world.Player.Position, spriteCenter));
spriteBatch.Draw(playerTexture, drawPos, Color.White);
// Draw shots.
foreach (ShmupWorld.Shot s in world.Shots) {
Texture2D texture = s.Texture.Get;
Vector2 center = new Vector2(texture.Width / 2, texture.Height / 2);
spriteBatch.Draw(texture, Vector2.Floor(Vector2.Subtract(s.Position, center)), Color.White);
}
// Finish drawing sprites.
spriteBatch.End();
// Get ready to draw sceneTarget to screen.

32
Shared/ShmupWorld.cs

@ -8,16 +8,34 @@ namespace SemiColinGames {
public class ShmupPlayer {
public TextureRef Texture = Textures.Yellow2;
// Center of player sprite.
public Vector2 Position = new Vector2(32, 1080 / 8);
public Vector2 Position = new Vector2(48, 1080 / 8);
public Vector2 HalfSize = new Vector2(16, 10);
public float Speed = 150f;
}
public class Shot {
public TextureRef Texture = Textures.Projectile1;
public Vector2 Position;
public Vector2 HalfSize = new Vector2(11, 8);
public Vector2 Velocity;
public Shot(Vector2 position, Vector2 velocity) {
Position = position;
Velocity = velocity;
}
}
public readonly Point Size;
public readonly ShmupPlayer Player;
public readonly ProfilingList<Shot> Shots;
public ShmupWorld() {
Size = new Point(1920 / 4, 1080 / 4);
Player = new ShmupPlayer();
Shots = new ProfilingList<Shot>(100, "shots");
Vector2 velocity = new Vector2(100, 0);
Shots.Add(new Shot(new Vector2(96, 1080 / 8), velocity));
Shots.Add(new Shot(new Vector2(96 * 2, 1080 / 8), velocity));
Shots.Add(new Shot(new Vector2(96 * 4, 1080 / 8), velocity));
}
~ShmupWorld() {
@ -29,14 +47,22 @@ namespace SemiColinGames {
}
public void Update(float modelTime, History<Input> input) {
float speed = 150f;
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
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, Size.X - Player.HalfSize.X);
Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
Player.Position.Y = Math.Min(Player.Position.Y, Size.Y - Player.HalfSize.Y);
foreach (Shot shot in Shots) {
shot.Position = Vector2.Add(shot.Position, Vector2.Multiply(shot.Velocity, modelTime));
shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
}
// Shots.RemoveAll(shot => shot.Position.X > Size.X);
}
}
}
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