Compare commits
No commits in common. "0f5f7b84f7533a2518f51b661dcc06225767ed5b" and "7faf1ecd9763c78f375c8ee046e8c527937537cb" have entirely different histories.
0f5f7b84f7
...
7faf1ecd97
@ -41,10 +41,6 @@ namespace SemiColinGames {
|
||||
|
||||
// Everything below this point is boilerplate delegation to the underlying list.
|
||||
|
||||
public void AddRange(IEnumerable<T> collection) {
|
||||
items.AddRange(collection);
|
||||
}
|
||||
|
||||
public void Clear() {
|
||||
items.Clear();
|
||||
}
|
||||
|
@ -10,32 +10,8 @@ namespace SemiColinGames {
|
||||
// Center of player sprite.
|
||||
public Vector2 Position = new Vector2(48, 1080 / 8);
|
||||
public Vector2 HalfSize = new Vector2(16, 10);
|
||||
|
||||
private float speed = 150f;
|
||||
private float shotCooldown = 0f;
|
||||
private ProfilingList<Shot> shots = new ProfilingList<Shot>(10, "playerShots");
|
||||
|
||||
public ProfilingList<Shot> Update(
|
||||
float modelTime, History<Input> input, Rectangle worldBounds) {
|
||||
// Movement update.
|
||||
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
|
||||
Position = Vector2.Add(Position, motion);
|
||||
Position.X = Math.Max(Position.X, HalfSize.X);
|
||||
Position.X = Math.Min(Position.X, worldBounds.Size.X - HalfSize.X);
|
||||
Position.Y = Math.Max(Position.Y, HalfSize.Y);
|
||||
Position.Y = Math.Min(Position.Y, worldBounds.Size.Y - HalfSize.Y);
|
||||
|
||||
// Check whether we need to add new shots.
|
||||
shotCooldown -= modelTime;
|
||||
shots.Clear();
|
||||
if (input[0].Attack && shotCooldown <= 0) {
|
||||
shotCooldown = 0.2f;
|
||||
Vector2 shotOffset = new Vector2(12, 2);
|
||||
Vector2 shotPosition = Vector2.Add(Position, shotOffset);
|
||||
shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
|
||||
}
|
||||
return shots;
|
||||
}
|
||||
public float Speed = 150f;
|
||||
public float ShotCooldown = 0f;
|
||||
}
|
||||
|
||||
public class Shot {
|
||||
@ -89,14 +65,26 @@ namespace SemiColinGames {
|
||||
}
|
||||
|
||||
public void Update(float modelTime, History<Input> input) {
|
||||
ProfilingList<Shot> newPlayerShots = Player.Update(modelTime, input, Bounds);
|
||||
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * Player.Speed);
|
||||
Player.Position = Vector2.Add(Player.Position, motion);
|
||||
Player.Position.X = Math.Max(Player.Position.X, Player.HalfSize.X);
|
||||
Player.Position.X = Math.Min(Player.Position.X, Bounds.Size.X - Player.HalfSize.X);
|
||||
Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
|
||||
Player.Position.Y = Math.Min(Player.Position.Y, Bounds.Size.Y - Player.HalfSize.Y);
|
||||
Player.ShotCooldown -= modelTime;
|
||||
|
||||
foreach (Shot shot in Shots) {
|
||||
shot.Update(modelTime);
|
||||
}
|
||||
|
||||
Shots.AddRange(newPlayerShots);
|
||||
// TODO: inflate bounds rectangle
|
||||
// TODO: move this all into Player.Update().
|
||||
if (input[0].Attack && Player.ShotCooldown <= 0) {
|
||||
Player.ShotCooldown = 0.2f;
|
||||
Vector2 shotOffset = new Vector2(12, 2);
|
||||
Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
|
||||
Shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
|
||||
}
|
||||
|
||||
Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
|
||||
|
||||
Debug.AddToast("shots: " + Shots.Count);
|
||||
|
@ -54,7 +54,7 @@ def lint_csharp(filename):
|
||||
|
||||
def main(args):
|
||||
this_dir = os.path.dirname(os.path.realpath(__file__))
|
||||
sneak_root = os.path.join(this_dir, '..', '..')
|
||||
sneak_root = os.path.join(this_dir, '..', '..', '..')
|
||||
os.chdir(sneak_root)
|
||||
|
||||
csharp_files = sorted(glob.glob('**/*.cs', recursive=True))
|
||||
|
Loading…
Reference in New Issue
Block a user