add a little screen-shake
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37c679b704
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8f79bb8680
@ -13,11 +13,14 @@ namespace SemiColinGames {
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public int Top { get => bbox.Top; }
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public Point HalfSize { get => new Point(Width / 2, Height / 2); }
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private float shakeTime = 0.0f;
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private Random random = new Random();
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public Matrix Projection {
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get => Matrix.CreateOrthographicOffCenter(Left, Left + Width, Height, 0, -1, 1);
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}
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public void Update(Point player, int worldWidth) {
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public void Update(float modelTime, Point player, int worldWidth) {
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int diff = player.X - bbox.Center.X;
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if (Math.Abs(diff) > 16) {
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bbox.Offset((int) (diff * 0.1), 0);
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@ -28,7 +31,16 @@ namespace SemiColinGames {
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if (bbox.Right > worldWidth) {
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bbox.Offset(worldWidth - bbox.Right, 0);
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}
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if (shakeTime > 0) {
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shakeTime -= modelTime;
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int x = random.Next(-4, 5);
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bbox.Offset(x, 0);
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}
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Debug.AddToast($"p: {player.X}, {player.Y} c: {bbox.Center.X}");
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}
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public void Shake() {
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shakeTime = 0.5f;
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}
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}
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}
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@ -150,6 +150,7 @@ namespace SemiColinGames {
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}
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if (harmedByCollision && invincibilityTime <= 0) {
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world.ScreenShake();
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Health -= 1;
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invincibilityTime = 0.6f;
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}
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@ -164,7 +164,11 @@ namespace SemiColinGames {
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Reset();
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}
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LinesOfSight.Update(npcs, CollisionTargets);
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Camera.Update(Player.Position, Width);
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Camera.Update(modelTime, Player.Position, Width);
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}
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public void ScreenShake() {
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Camera.Shake();
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}
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// Draws everything that's behind the player, from back to front.
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