cleanup: sprite{Height,Width} -> halfSize
GitOrigin-RevId: 5620d26f72ba46c74eb7f5335ad1d2b9a3b29602
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@ -17,13 +17,18 @@ namespace SemiColinGames {
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private const int jumpSpeed = -600;
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private const int gravity = 2400;
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// Details of the sprite image.
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private const int spriteSize = 48;
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// TODO: rename to spriteHalfWidth / spriteHalfHeight.
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private const int spriteWidth = 7;
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private const int spriteHeight = 13;
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private const int spriteCenterYOffset = 5;
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private readonly Texture2D texture;
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private Point position = new Point(64, 16 * 10);
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// Details of the actual Player model.
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// Position is tracked at the Player's center. The Player's bounding box is a rectangle
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// centered at that point and extending out by halfSize.X and halfSize.Y.
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private Point position = new Point(64, 16 * 13);
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private Vector2 halfSize = new Vector2(7, 14);
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private int jumps = 0;
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private Facing facing = Facing.Right;
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private Pose pose = Pose.Jumping;
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@ -39,8 +44,7 @@ namespace SemiColinGames {
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public void Update(float modelTime, History<Input> input, Aabb[] collisionTargets) {
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Aabb BoxOffset(Point position, int yOffset) {
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return new Aabb(new Vector2(position.X, position.Y - 7 + spriteHeight + yOffset),
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new Vector2(spriteWidth, spriteHeight));
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return new Aabb(new Vector2(position.X, position.Y + yOffset), halfSize);
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}
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Aabb Box(Point position) {
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@ -54,8 +58,8 @@ namespace SemiColinGames {
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// TODO: This is strictly larger than it needs to be. We could expand only in the actual
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// direction of movement.
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Aabb largeBox = new Aabb(
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new Vector2(position.X, position.Y - 7 + spriteHeight), // current player position
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new Vector2(spriteWidth + Math.Abs(movement.X), spriteHeight + Math.Abs(movement.Y)));
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new Vector2(position.X, position.Y), // current player position
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new Vector2(halfSize.X + Math.Abs(movement.X), halfSize.Y + Math.Abs(movement.Y)));
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foreach (var box in collisionTargets) {
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if (box.Intersect(largeBox) != null) {
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Debug.AddRect(box, Color.Green);
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@ -195,7 +199,7 @@ namespace SemiColinGames {
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public void Draw(SpriteBatch spriteBatch, Camera camera) {
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int index = SpriteIndex(pose);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2 + spriteCenterYOffset);
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects.FlipHorizontally : SpriteEffects.None;
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Vector2 drawPos = new Vector2(position.X - camera.Left, position.Y);
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