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7ed2f3ebb6
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1fd19f14dc
@ -91,11 +91,6 @@ namespace SemiColinGames {
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AddRect(rect, color);
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}
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[Conditional("DEBUG")]
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public static void AddPoint(Vector2 v, Color color) {
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AddPoint(v.ToPoint(), color);
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}
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[Conditional("DEBUG")]
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public static void AddPoint(Point p, Color color) {
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AddLine(p.X, p.Y - 2, p.X, p.Y + 1, color);
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@ -4,8 +4,6 @@ using System;
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namespace SemiColinGames {
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public class MusicPlayer : IDisposable {
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public static bool Enabled = false;
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private SoundEffectInstance music;
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~MusicPlayer() {
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@ -36,9 +34,7 @@ namespace SemiColinGames {
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}
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public void Play() {
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if (Enabled) {
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music?.Play();
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}
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}
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}
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}
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@ -64,16 +64,16 @@ namespace SemiColinGames {
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private void LoadLevel() {
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world?.Dispose();
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world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
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// world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
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// world = new TreeWorld();
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// world = new ShmupWorld();
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// world = new SpiderWorld();
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world = new SpiderWorld();
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scene?.Dispose();
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scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
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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).Bounds.Size);
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// scene = new SpiderScene(GraphicsDevice, ((SpiderWorld) world).Bounds.Size);
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scene = new SpiderScene(GraphicsDevice, ((SpiderWorld) world).Bounds.Size);
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GC.Collect();
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GC.WaitForPendingFinalizers();
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@ -12,7 +12,7 @@ namespace SemiColinGames {
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private Vector2 anchor;
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private float radius;
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private float angle;
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private float momentum = -300; // radians / second * pixels
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private float momentum = -400; // radians / second * pixels
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public Spider(float x, float y, float radius, float angle) {
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Position = new Vector2();
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@ -22,8 +22,8 @@ namespace SemiColinGames {
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}
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public void Update(float modelTime, History<Input> input) {
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radius += 150 * modelTime * input[0].Motion.Y;
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radius = Math.Clamp(radius, 50, 200);
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radius += 100 * modelTime * input[0].Motion.Y;
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radius = Math.Clamp(radius, 10, 300);
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float angleChange = modelTime * momentum / radius;
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angle += angleChange;
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float x = anchor.X + radius * (float) Math.Sin(angle);
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@ -41,7 +41,7 @@ namespace SemiColinGames {
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}
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public class Anchor {
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public TextureRef Texture = Textures.Terran;
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public TextureRef Texture = Textures.Blue1;
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public Vector2 Position;
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public Anchor(float x, float y) {
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@ -62,12 +62,10 @@ namespace SemiColinGames {
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public SpiderWorld() {
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Bounds = new Rectangle(0, 0, 1280, 720);
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Player = new Spider(200, 720 / 2, 200, 0);
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Player = new Spider(1280 / 2, 720 / 2, 200, 0);
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Anchors = new ProfilingList<Anchor>(100, "anchors");
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Anchors.Add(new Anchor(200, 720 / 2));
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Anchors.Add(new Anchor(600, 720 / 4));
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Anchors.Add(new Anchor(800, 640));
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Anchors.Add(new Anchor(1280 / 2, 720 / 2));
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}
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~SpiderWorld() {
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@ -82,9 +82,6 @@ namespace SemiColinGames {
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public static TextureRef Projectile4 = new TextureRef("sprites/dylestorm/projectile02-4");
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public static TextureRef Projectile5 = new TextureRef("sprites/dylestorm/projectile02-5");
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// Planets.
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public static TextureRef Terran = new TextureRef("sprites/helianthus/Terran");
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// Backgrounds are indexed by draw order; the first element should be drawn furthest back.
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public static TextureRef[] Backgrounds = new TextureRef[] {
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new TextureRef("backgrounds/szadiart/pf4/background1_day"),
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