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@ -8,16 +8,34 @@ namespace SemiColinGames { |
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public class ShmupPlayer { |
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public class ShmupPlayer { |
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public TextureRef Texture = Textures.Yellow2; |
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public TextureRef Texture = Textures.Yellow2; |
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// Center of player sprite.
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// Center of player sprite.
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public Vector2 Position = new Vector2(32, 1080 / 8); |
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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 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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} |
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} |
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public readonly Point Size; |
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public readonly Point Size; |
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public readonly ShmupPlayer Player; |
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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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public ShmupWorld() { |
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Size = new Point(1920 / 4, 1080 / 4); |
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Size = new Point(1920 / 4, 1080 / 4); |
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Player = new ShmupPlayer(); |
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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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} |
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~ShmupWorld() { |
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~ShmupWorld() { |
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@ -29,14 +47,22 @@ namespace SemiColinGames { |
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} |
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} |
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public void Update(float modelTime, History<Input> input) { |
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public void Update(float modelTime, History<Input> input) { |
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float speed = 150f; |
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed); |
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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 = 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.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.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.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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Player.Position.Y = Math.Min(Player.Position.Y, Size.Y - Player.HalfSize.Y); |
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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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} |
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} |
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} |