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5732d60047
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5732d60047 | |||
7695f45cc0 |
@ -8,17 +8,17 @@ namespace SemiColinGames {
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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 Color backgroundColor = Color.Black;
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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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public ShmupScene(GraphicsDevice graphics, Point worldSize) {
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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, worldSize.X, worldSize.Y, 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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@ -28,6 +28,8 @@ namespace SemiColinGames {
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}
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public void Dispose() {
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sceneTarget.Dispose();
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spriteBatch.Dispose();
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GC.SuppressFinalize(this);
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}
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@ -43,7 +45,12 @@ namespace SemiColinGames {
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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.Yellow2.Get, Vector2.Floor(world.Player.Position), Color.White);
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// Draw player.
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Texture2D playerTexture = world.Player.Texture.Get;
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Vector2 spriteCenter = new Vector2(playerTexture.Width / 2, playerTexture.Height / 2);
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Vector2 drawPos = Vector2.Floor(Vector2.Subtract(world.Player.Position, spriteCenter));
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spriteBatch.Draw(playerTexture, drawPos, Color.White);
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spriteBatch.End();
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// Get ready to draw sceneTarget to screen.
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@ -5,14 +5,18 @@ 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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public class ShmupPlayer {
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public TextureRef Texture = Textures.Yellow2;
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// Center of player sprite.
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public Vector2 Position;
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public Vector2 Position = new Vector2(32, 1080 / 8);
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public Vector2 HalfSize = new Vector2(16, 10);
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}
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public ShmupPlayer Player;
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public readonly Point Size;
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public readonly ShmupPlayer Player;
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public ShmupWorld() {
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Size = new Point(1920 / 4, 1080 / 4);
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Player = new ShmupPlayer();
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}
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@ -28,6 +32,11 @@ namespace SemiColinGames {
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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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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.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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}
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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);
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scene = new ShmupScene(GraphicsDevice, ((ShmupWorld) world).Size);
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GC.Collect();
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GC.WaitForPendingFinalizers();
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@ -76,6 +76,11 @@ namespace SemiColinGames {
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public static TextureRef Yellow3 = new TextureRef("sprites/dylestorm/Yellow-3");
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public static TextureRef Yellow4 = new TextureRef("sprites/dylestorm/Yellow-4");
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public static TextureRef Yellow5 = new TextureRef("sprites/dylestorm/Yellow-5");
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public static TextureRef Projectile1 = new TextureRef("sprites/dylestorm/projectile02-1");
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public static TextureRef Projectile2 = new TextureRef("sprites/dylestorm/projectile02-2");
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public static TextureRef Projectile3 = new TextureRef("sprites/dylestorm/projectile02-3");
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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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// 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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