add basic Enemy skeleton
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@ -45,7 +45,11 @@ namespace SemiColinGames {
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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// Draw player, then shots.
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// Draw enemies, then player, then shots.
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foreach (ShmupWorld.Enemy e in world.Enemies) {
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e.Draw(spriteBatch);
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}
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world.Player.Draw(spriteBatch);
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foreach (ShmupWorld.Shot s in world.Shots) {
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@ -53,6 +53,7 @@ namespace SemiColinGames {
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public Vector2 HalfSize = new Vector2(11, 4);
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public Rectangle Bounds;
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public Vector2 Velocity;
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public Shot(Vector2 position, Vector2 velocity) {
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Texture = (color % 5) switch {
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0 => Textures.Projectile1,
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@ -84,13 +85,35 @@ namespace SemiColinGames {
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}
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}
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public class Enemy {
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public TextureRef Texture = Textures.Blue1;
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// Center of sprite.
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public Vector2 Position = new Vector2(1920 / 4 - 48, 1080 / 8);
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// TODO: use a bounds rect instead of HalfSize.
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public Vector2 HalfSize = new Vector2(16, 10);
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public void Update(float modelTime) {
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}
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public void Draw(SpriteBatch spriteBatch) {
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Texture2D texture = Texture.Get;
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Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2);
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter));
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spriteBatch.Draw(texture, drawPos, null, Color.White, 0f,
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spriteCenter, Vector2.One, SpriteEffects.FlipHorizontally, 0f);
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}
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}
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public readonly Rectangle Bounds;
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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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public ShmupWorld() {
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Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
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Player = new ShmupPlayer();
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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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}
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@ -103,8 +126,11 @@ namespace SemiColinGames {
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}
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public void Update(float modelTime, History<Input> input) {
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// Update player & shots.
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// Update player, enemies, & shots.
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ProfilingList<Shot> newPlayerShots = Player.Update(modelTime, input, Bounds);
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foreach (Enemy enemy in Enemies) {
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enemy.Update(modelTime);
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}
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foreach (Shot shot in Shots) {
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shot.Update(modelTime);
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}
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