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Author SHA1 Message Date
4299a009b7 use auto property 2020-03-03 13:08:51 -05:00
d270efe643 move Player into World 2020-03-03 13:04:29 -05:00
602a8297e6 add .gitattributes 2020-03-03 13:03:48 -05:00
5 changed files with 82 additions and 20 deletions

62
.gitattributes vendored Normal file
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@ -0,0 +1,62 @@
###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
*.cs text eol=lf
*.py text eol=lf
*.sh text eol=lf
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln merge=binary
#*.csproj merge=binary
#*.vbproj merge=binary
#*.vcxproj merge=binary
#*.vcproj merge=binary
#*.dbproj merge=binary
#*.fsproj merge=binary
#*.lsproj merge=binary
#*.wixproj merge=binary
#*.modelproj merge=binary
#*.sqlproj merge=binary
#*.wwaproj merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
*.jpg binary
*.png binary
*.gif binary
###############################################################################
# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc diff=astextplain
#*.DOC diff=astextplain
#*.docx diff=astextplain
#*.DOCX diff=astextplain
#*.dot diff=astextplain
#*.DOT diff=astextplain
#*.pdf diff=astextplain
#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain

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@ -1,7 +1,5 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace SemiColinGames { namespace SemiColinGames {
class NPC { class NPC {

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@ -56,8 +56,7 @@ namespace SemiColinGames {
GC.SuppressFinalize(this); GC.SuppressFinalize(this);
} }
public void Draw( public void Draw(bool isRunningSlowly, World world, LinesOfSight linesOfSight, bool paused) {
bool isRunningSlowly, World world, Player player, LinesOfSight linesOfSight, bool paused) {
graphics.SetRenderTarget(null); graphics.SetRenderTarget(null);
graphics.Clear(backgroundColor); graphics.Clear(backgroundColor);
@ -100,7 +99,7 @@ namespace SemiColinGames {
world.DrawBackground(spriteBatch); world.DrawBackground(spriteBatch);
// Draw player. // Draw player.
player.Draw(spriteBatch); world.Player.Draw(spriteBatch);
// Draw foreground tiles. // Draw foreground tiles.
world.DrawForeground(spriteBatch); world.DrawForeground(spriteBatch);
@ -112,9 +111,9 @@ namespace SemiColinGames {
// Draw in-world UI on top of everything. // Draw in-world UI on top of everything.
spriteBatch.Begin( spriteBatch.Begin(
SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, null); SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, null);
for (int i = 0; i < player.MaxHealth; i++) { for (int i = 0; i < world.Player.MaxHealth; i++) {
Vector2 pos = new Vector2(16 + 15 * i, 8); Vector2 pos = new Vector2(16 + 15 * i, 8);
if (player.Health > i) { if (world.Player.Health > i) {
spriteBatch.Draw(Textures.Heart.Get, pos, new Rectangle(0, 0, 16, 16), Color.White); spriteBatch.Draw(Textures.Heart.Get, pos, new Rectangle(0, 0, 16, 16), Color.White);
} else { } else {
spriteBatch.Draw(Textures.Heart.Get, pos, new Rectangle(16, 0, 16, 16), Color.White); spriteBatch.Draw(Textures.Heart.Get, pos, new Rectangle(16, 0, 16, 16), Color.White);

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@ -23,7 +23,6 @@ namespace SemiColinGames {
int levelIdx = -1; int levelIdx = -1;
Scene scene; Scene scene;
Player player;
World world; World world;
LinesOfSight linesOfSight; LinesOfSight linesOfSight;
Camera camera = new Camera(); Camera camera = new Camera();
@ -68,7 +67,6 @@ namespace SemiColinGames {
private void LoadLevel() { private void LoadLevel() {
camera = new Camera(); camera = new Camera();
player = new Player();
levelIdx++; levelIdx++;
world = new World(Levels.ALL_LEVELS[levelIdx % Levels.ALL_LEVELS.Length]); world = new World(Levels.ALL_LEVELS[levelIdx % Levels.ALL_LEVELS.Length]);
scene?.Dispose(); scene?.Dispose();
@ -115,14 +113,9 @@ namespace SemiColinGames {
if (!paused) { if (!paused) {
float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds; float modelTime = (float) gameTime.ElapsedGameTime.TotalSeconds;
Clock.AddModelTime(modelTime); Clock.AddModelTime(modelTime);
player.Update(modelTime, input, world.CollisionTargets); world.Update(modelTime, input);
world.Update(modelTime); linesOfSight.Update(world.Player, world.CollisionTargets);
linesOfSight.Update(player, world.CollisionTargets); camera.Update(world.Player.Position, world.Width);
camera.Update(player.Position, world.Width);
if (player.Health <= 0) {
world = new World(Levels.ALL_LEVELS[levelIdx % Levels.ALL_LEVELS.Length]);
player = new Player();
}
} }
base.Update(gameTime); base.Update(gameTime);
@ -144,7 +137,7 @@ namespace SemiColinGames {
Debug.SetFpsText(fpsText); Debug.SetFpsText(fpsText);
scene.Draw(gameTime.IsRunningSlowly, world, player, linesOfSight, paused); scene.Draw(gameTime.IsRunningSlowly, world, linesOfSight, paused);
base.Draw(gameTime); base.Draw(gameTime);
drawTimer.Stop(); drawTimer.Stop();

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@ -90,13 +90,14 @@ namespace SemiColinGames {
public const int TileSize = 16; public const int TileSize = 16;
readonly Tile[] tiles; readonly Tile[] tiles;
readonly Tile[] decorations; readonly Tile[] decorations;
readonly NPC[] npcs = new NPC[1]; readonly NPC[] npcs = new NPC[1];
// Size of World in terms of tile grid. // Size of World in terms of tile grid.
private readonly int tileWidth; private readonly int tileWidth;
private readonly int tileHeight; private readonly int tileHeight;
public Player Player { get; private set; }
// Size of World in pixels. // Size of World in pixels.
public int Width { public int Width {
get { return tileWidth * TileSize; } get { return tileWidth * TileSize; }
@ -107,6 +108,7 @@ namespace SemiColinGames {
} }
public World(string levelSpecification) { public World(string levelSpecification) {
Player = new Player();
npcs[0] = new NPC(new Point(16 * 38, 16 * 12)); npcs[0] = new NPC(new Point(16 * 38, 16 * 12));
var tilesList = new List<Tile>(); var tilesList = new List<Tile>();
var decorationsList = new List<Tile>(); var decorationsList = new List<Tile>();
@ -155,10 +157,18 @@ namespace SemiColinGames {
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue)); new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
} }
public void Update(float modelTime) { public void Update(float modelTime, History<Input> input) {
Player.Update(modelTime, input, CollisionTargets);
foreach (NPC npc in npcs) { foreach (NPC npc in npcs) {
npc.Update(modelTime); npc.Update(modelTime);
} }
if (Player.Health <= 0) {
Reset();
}
}
void Reset() {
Player = new Player();
} }
public void DrawBackground(SpriteBatch spriteBatch) { public void DrawBackground(SpriteBatch spriteBatch) {