pass in a newShots list instead of returning one
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9c289bd132
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@ -14,10 +14,9 @@ namespace SemiColinGames {
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private float speed = 150f;
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private float shotCooldown = 0f;
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private ProfilingList<Shot> shots = new ProfilingList<Shot>(10, "playerShots");
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public ProfilingList<Shot> Update(
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float modelTime, History<Input> input, Rectangle worldBounds) {
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public void Update(float modelTime, History<Input> input, Rectangle worldBounds,
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ProfilingList<Shot> newShots) {
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// Movement update.
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
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Position = Vector2.Add(Position, motion);
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@ -28,14 +27,12 @@ namespace SemiColinGames {
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// Check whether we need to add new shots.
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shotCooldown -= modelTime;
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shots.Clear();
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if (input[0].Attack && shotCooldown <= 0) {
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shotCooldown = 0.2f;
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Vector2 shotOffset = new Vector2(12, 2);
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Vector2 shotPosition = Vector2.Add(Position, shotOffset);
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shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
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newShots.Add(new Shot(shotPosition, new Vector2(300, 0)));
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}
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return shots;
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}
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public void Draw(SpriteBatch spriteBatch) {
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@ -108,6 +105,7 @@ namespace SemiColinGames {
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public readonly ShmupPlayer Player;
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public readonly ProfilingList<Enemy> Enemies;
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public readonly ProfilingList<Shot> Shots;
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private ProfilingList<Shot> newShots;
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public ShmupWorld() {
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Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
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@ -115,6 +113,7 @@ namespace SemiColinGames {
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Enemies = new ProfilingList<Enemy>(100, "enemies");
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Enemies.Add(new Enemy());
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Shots = new ProfilingList<Shot>(100, "shots");
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newShots = new ProfilingList<Shot>(100, "newShots");
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}
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~ShmupWorld() {
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@ -127,7 +126,8 @@ namespace SemiColinGames {
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public void Update(float modelTime, History<Input> input) {
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// Update player, enemies, & shots.
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ProfilingList<Shot> newPlayerShots = Player.Update(modelTime, input, Bounds);
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newShots.Clear();
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Player.Update(modelTime, input, Bounds, newShots);
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foreach (Enemy enemy in Enemies) {
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enemy.Update(modelTime);
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}
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@ -136,7 +136,7 @@ namespace SemiColinGames {
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}
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// Add new shots.
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Shots.AddRange(newPlayerShots);
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Shots.AddRange(newShots);
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// Reap off-screen objects.
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Rectangle paddedBounds = Bounds;
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