generate Shots on user input & reap them once offscreen
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057292c138
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db01dcea28
@ -16,26 +16,33 @@ namespace SemiColinGames {
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public class Shot {
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public TextureRef Texture = Textures.Projectile1;
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public Vector2 Position;
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public Vector2 HalfSize = new Vector2(11, 8);
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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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Position = position;
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Velocity = velocity;
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Update(0); // set Bounds
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}
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public void Update(float modelTime) {
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Position = Vector2.Add(Position, Vector2.Multiply(Velocity, modelTime));
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Bounds = new Rectangle(
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(int) (Position.X - HalfSize.X),
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(int) (Position.Y - HalfSize.Y),
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(int) HalfSize.X * 2,
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(int) HalfSize.Y * 2);
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}
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}
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public readonly Point Size;
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public readonly Rectangle Bounds;
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public readonly ShmupPlayer Player;
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public readonly ProfilingList<Shot> Shots;
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public ShmupWorld() {
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Size = new Point(1920 / 4, 1080 / 4);
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Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
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Player = new ShmupPlayer();
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Shots = new ProfilingList<Shot>(100, "shots");
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Vector2 velocity = new Vector2(100, 0);
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Shots.Add(new Shot(new Vector2(96, 1080 / 8), velocity));
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Shots.Add(new Shot(new Vector2(96 * 2, 1080 / 8), velocity));
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Shots.Add(new Shot(new Vector2(96 * 4, 1080 / 8), velocity));
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}
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~ShmupWorld() {
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@ -50,19 +57,22 @@ namespace SemiColinGames {
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * Player.Speed);
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Player.Position = Vector2.Add(Player.Position, motion);
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Player.Position.X = Math.Max(Player.Position.X, Player.HalfSize.X);
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Player.Position.X = Math.Min(Player.Position.X, Size.X - Player.HalfSize.X);
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Player.Position.X = Math.Min(Player.Position.X, Bounds.Size.X - Player.HalfSize.X);
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Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
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Player.Position.Y = Math.Min(Player.Position.Y, Size.Y - Player.HalfSize.Y);
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Player.Position.Y = Math.Min(Player.Position.Y, Bounds.Size.Y - Player.HalfSize.Y);
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foreach (Shot shot in Shots) {
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shot.Position = Vector2.Add(shot.Position, Vector2.Multiply(shot.Velocity, modelTime));
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shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
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shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
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shot.Position.X = Math.Max(shot.Position.X, shot.HalfSize.X);
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shot.Position.X = Math.Min(shot.Position.X, Size.X - shot.HalfSize.X);
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shot.Update(modelTime);
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}
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// Shots.RemoveAll(shot => shot.Position.X > Size.X);
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if (input[0].Attack && !input[1].Attack) {
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Vector2 shotOffset = new Vector2(12, 2);
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Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
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Shot shot = new Shot(shotPosition, new Vector2(300, 0));
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Shots.Add(shot);
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}
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Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
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}
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}
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}
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@ -70,7 +70,7 @@ namespace SemiColinGames {
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scene?.Dispose();
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// scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
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// scene = new TreeScene(GraphicsDevice);
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scene = new ShmupScene(GraphicsDevice, ((ShmupWorld) world).Size);
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scene = new ShmupScene(GraphicsDevice, ((ShmupWorld) world).Bounds.Size);
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GC.Collect();
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GC.WaitForPendingFinalizers();
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