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980f940a34
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7b9147d901
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7b9147d901 | |||
fd4bf85d1c |
@ -73,10 +73,10 @@ namespace SemiColinGames {
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Motion.X = 1;
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Motion.X = 1;
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}
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}
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if (up && !down) {
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if (up && !down) {
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Motion.Y = 1;
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Motion.Y = -1;
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}
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}
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if (down && !up) {
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if (down && !up) {
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Motion.Y = -1;
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Motion.Y = 1;
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}
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}
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}
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}
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@ -17,6 +17,8 @@
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<Compile Include="$(MSBuildThisFileDirectory)MusicPlayer.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)MusicPlayer.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)ProfilingList.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)ProfilingList.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)ShmupScene.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)ShmupWorld.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakScene.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakScene.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakWorld.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SneakWorld.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
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76
Shared/ShmupScene.cs
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76
Shared/ShmupScene.cs
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@ -0,0 +1,76 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class ShmupScene : IScene {
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const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
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private readonly Color backgroundColor = Color.DarkBlue;
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private readonly GraphicsDevice graphics;
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private readonly RenderTarget2D sceneTarget;
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private readonly SpriteBatch spriteBatch;
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public ShmupScene(GraphicsDevice graphics) {
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this.graphics = graphics;
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sceneTarget = new RenderTarget2D(
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graphics, 1920 / 4, 1080 / 4, false /* mipmap */,
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graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
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spriteBatch = new SpriteBatch(graphics);
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}
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~ShmupScene() {
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Dispose();
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}
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public void Dispose() {
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GC.SuppressFinalize(this);
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}
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public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
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ShmupWorld world = (ShmupWorld) iworld;
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graphics.SetRenderTarget(null);
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graphics.Clear(backgroundColor);
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// Draw scene to sceneTarget.
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graphics.SetRenderTarget(sceneTarget);
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graphics.Clear(backgroundColor);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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spriteBatch.Draw(Textures.SilverBlue1.Get, Vector2.Floor(world.Player.Position), Color.White);
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spriteBatch.End();
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// Get ready to draw sceneTarget to screen.
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graphics.SetRenderTarget(null);
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// Letterbox the scene if needed.
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float aspectRatio = 1.0f * graphics.Viewport.Width / graphics.Viewport.Height;
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Rectangle drawRect;
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if (aspectRatio > DESIRED_ASPECT_RATIO) {
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// Need to letterbox the sides.
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int desiredWidth = (int) (graphics.Viewport.Height * DESIRED_ASPECT_RATIO);
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int padding = (graphics.Viewport.Width - desiredWidth) / 2;
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drawRect = new Rectangle(padding, 0, desiredWidth, graphics.Viewport.Height);
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} else {
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// Need to letterbox the top / bottom.
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int desiredHeight = (int) (graphics.Viewport.Width / DESIRED_ASPECT_RATIO);
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int padding = (graphics.Viewport.Height - desiredHeight) / 2;
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drawRect = new Rectangle(0, padding, graphics.Viewport.Width, desiredHeight);
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}
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// Actually draw to screen.
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
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SamplerState.PointClamp, DepthStencilState.Default,
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RasterizerState.CullNone);
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spriteBatch.Draw(sceneTarget, drawRect, Color.White);
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spriteBatch.End();
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}
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}
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}
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33
Shared/ShmupWorld.cs
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33
Shared/ShmupWorld.cs
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@ -0,0 +1,33 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class ShmupWorld : IWorld {
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public struct ShmupPlayer {
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// Center of player sprite.
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public Vector2 Position;
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}
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public ShmupPlayer Player;
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public ShmupWorld() {
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Player = new ShmupPlayer();
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}
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~ShmupWorld() {
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Dispose();
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}
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public void Dispose() {
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GC.SuppressFinalize(this);
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}
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public void Update(float modelTime, History<Input> input) {
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float speed = 150f;
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Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
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Player.Position = Vector2.Add(Player.Position, motion);
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}
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}
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}
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@ -64,11 +64,13 @@ namespace SemiColinGames {
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private void LoadLevel() {
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private void LoadLevel() {
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world?.Dispose();
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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 TreeWorld();
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world = new ShmupWorld();
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scene?.Dispose();
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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 TreeScene(GraphicsDevice);
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scene = new ShmupScene(GraphicsDevice);
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GC.Collect();
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GC.Collect();
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GC.WaitForPendingFinalizers();
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GC.WaitForPendingFinalizers();
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@ -40,6 +40,9 @@ namespace SemiColinGames {
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// UI sprites.
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// UI sprites.
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public static TextureRef Heart = new TextureRef("sprites/semicolin/heart");
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public static TextureRef Heart = new TextureRef("sprites/semicolin/heart");
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// Ship sprites.
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public static TextureRef SilverBlue1 = new TextureRef("sprites/dylestorm/SilverBlue-1");
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// Backgrounds are indexed by draw order; the first element should be drawn furthest back.
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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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public static TextureRef[] Backgrounds = new TextureRef[] {
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new TextureRef("backgrounds/szadiart/pf4/background1_day"),
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new TextureRef("backgrounds/szadiart/pf4/background1_day"),
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