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Bound camera by right edge of World.

Fixes #32.

GitOrigin-RevId: e193c89509
master
Colin McMillen 4 years ago
parent
commit
76dbdc6913
  1. 5
      Shared/Camera.cs
  2. 2
      Shared/SneakGame.cs
  3. 22
      Shared/World.cs

5
Shared/Camera.cs

@ -11,7 +11,7 @@ namespace SemiColinGames {
public int Height { get => bbox.Height; }
public int Left { get => bbox.Left; }
public void Update(Point player) {
public void Update(Point player, int worldWidth) {
int diff = player.X - bbox.Center.X;
if (Math.Abs(diff) > 16) {
bbox.Offset((int) (diff * 0.1), 0);
@ -19,6 +19,9 @@ namespace SemiColinGames {
if (bbox.Left < 0) {
bbox.Offset(-bbox.Left, 0);
}
if (bbox.Right > worldWidth) {
bbox.Offset(worldWidth - bbox.Right, 0);
}
Debug.AddToast($"p: {player.X}, {player.Y} c: {bbox.Center.X}");
}
}

2
Shared/SneakGame.cs

@ -93,7 +93,7 @@ namespace SemiColinGames {
float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
Clock.AddModelTime(modelTime);
player.Update(modelTime, input, world.CollisionTargets);
camera.Update(player.Position);
camera.Update(player.Position, world.Width);
}
base.Update(gameTime);

22
Shared/World.cs

@ -85,8 +85,14 @@ namespace SemiColinGames {
readonly Tile[] tiles;
readonly Aabb[] collisionTargets;
public int Width { get; private set; }
public int Height { get; private set; }
// Size of World in terms of tile grid.
private readonly int tileWidth;
private readonly int tileHeight;
// Size of World in pixels.
public int Width {
get { return tileWidth * TileSize; }
}
readonly string worldString = @"
@ -109,11 +115,11 @@ namespace SemiColinGames {
public World(Texture2D texture) {
var tilesList = new List<Tile>();
string[] worldDesc = worldString.Split('\n');
Width = worldDesc.AsQueryable().Max(a => a.Length);
Height = worldDesc.Length;
Debug.WriteLine("world size: {0}x{1}", Width, Height);
for (int i = 0; i < Width; i++) {
for (int j = 0; j < Height; j++) {
tileWidth = worldDesc.AsQueryable().Max(a => a.Length);
tileHeight = worldDesc.Length;
Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight);
for (int i = 0; i < tileWidth; i++) {
for (int j = 0; j < tileHeight; j++) {
Terrain terrain = Terrain.Empty;
if (i < worldDesc[j].Length) {
switch (worldDesc[j][i]) {
@ -172,7 +178,7 @@ namespace SemiColinGames {
// Add a final synthetic collisionTarget on the right side of the world.
collisionTargets[tiles.Length + 1] = new Aabb(
new Vector2(Width * TileSize + 1, 0), new Vector2(1, float.MaxValue));
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
}
public void Draw(SpriteBatch spriteBatch, Camera camera) {

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