Browse Source

move LinesOfSight into World

master
Colin McMillen 4 years ago
parent
commit
66ce866b12
  1. 2
      Shared/Camera.cs
  2. 2
      Shared/LinesOfSight.cs
  3. 6
      Shared/Scene.cs
  4. 9
      Shared/SneakGame.cs
  5. 21
      Shared/World.cs

2
Shared/Camera.cs

@ -4,7 +4,7 @@ using System;
// Good background reading, eventually:
// https://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
namespace SemiColinGames {
class Camera {
public class Camera {
// Screen size in pixels is 1920x1080 divided by 4.
private Rectangle bbox = new Rectangle(0, 0, 480, 270);
public int Width { get => bbox.Width; }

2
Shared/LinesOfSight.cs

@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
using System;
namespace SemiColinGames {
class LinesOfSight : IDisposable {
public sealed class LinesOfSight : IDisposable {
const int NUM_EDGE_VERTICES = 60;

6
Shared/Scene.cs

@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
using System;
namespace SemiColinGames {
class Scene : IDisposable {
public sealed class Scene : IDisposable {
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
Color backgroundColor = Color.CornflowerBlue;
@ -56,7 +56,7 @@ namespace SemiColinGames {
GC.SuppressFinalize(this);
}
public void Draw(bool isRunningSlowly, World world, LinesOfSight linesOfSight, bool paused) {
public void Draw(bool isRunningSlowly, World world, bool paused) {
graphics.SetRenderTarget(null);
graphics.Clear(backgroundColor);
@ -87,7 +87,7 @@ namespace SemiColinGames {
// Draw lines of sight.
basicEffect.Projection = camera.Projection;
if (Debug.Enabled) {
linesOfSight.Draw(graphics, basicEffect);
world.LinesOfSight.Draw(graphics, basicEffect);
}
// Set up transformation matrix for drawing world objects.

9
Shared/SneakGame.cs

@ -23,7 +23,6 @@ namespace SemiColinGames {
Scene scene;
World world;
LinesOfSight linesOfSight;
Camera camera = new Camera();
public SneakGame() {
@ -61,14 +60,13 @@ namespace SemiColinGames {
SoundEffects.Load(Content);
Textures.Load(Content);
Sprites.Load(Content);
// TODO: move this into World.
linesOfSight = new LinesOfSight(GraphicsDevice);
LoadLevel();
}
private void LoadLevel() {
camera = new Camera();
world = new World(Content.LoadString("levels/demo.json"));
world?.Dispose();
world = new World(GraphicsDevice, Content.LoadString("levels/demo.json"));
scene?.Dispose();
scene = new Scene(GraphicsDevice, camera);
@ -114,7 +112,6 @@ namespace SemiColinGames {
float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
Clock.AddModelTime(modelTime);
world.Update(modelTime, input);
linesOfSight.Update(world.Player, world.CollisionTargets);
camera.Update(world.Player.Position, world.Width);
}
@ -137,7 +134,7 @@ namespace SemiColinGames {
Debug.SetFpsText(fpsText);
scene.Draw(gameTime.IsRunningSlowly, world, linesOfSight, paused);
scene.Draw(gameTime.IsRunningSlowly, world, paused);
base.Draw(gameTime);
drawTimer.Stop();

21
Shared/World.cs

@ -6,7 +6,7 @@ using System.Collections.Generic;
namespace SemiColinGames {
public class World {
public sealed class World : IDisposable {
public const int TileSize = 16;
@ -21,6 +21,7 @@ namespace SemiColinGames {
public Player Player { get; private set; }
public AABB[] CollisionTargets { get; }
public LinesOfSight LinesOfSight { get; private set; }
// Size of World in pixels.
public int Width {
@ -31,7 +32,9 @@ namespace SemiColinGames {
get { return gridHeight * TileSize; }
}
public World(string json) {
public World(GraphicsDevice graphics, string json) {
LinesOfSight = new LinesOfSight(graphics);
JObject root = JObject.Parse(json);
List<Tile> hazardTiles = new List<Tile>();
@ -86,6 +89,15 @@ namespace SemiColinGames {
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
}
~World() {
Dispose();
}
public void Dispose() {
LinesOfSight.Dispose();
GC.SuppressFinalize(this);
}
private List<Tile> ParseLayer(JToken layer) {
string layerName = layer.SelectToken("name").Value<string>();
@ -149,6 +161,7 @@ namespace SemiColinGames {
if (Player.Health <= 0) {
Reset();
}
LinesOfSight.Update(Player, CollisionTargets);
}
// Draws everything that's behind the player, from back to front.
@ -174,8 +187,8 @@ namespace SemiColinGames {
return t1.Position.X.CompareTo(t2.Position.X);
}
private TextureRef texture;
private Rectangle textureSource;
private readonly TextureRef texture;
private readonly Rectangle textureSource;
public Tile(TextureRef texture, Rectangle textureSource, Rectangle position, bool isHazard) {
Position = position;

Loading…
Cancel
Save