using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; namespace SemiColinGames { public sealed class ShmupWorld : IWorld { public class ShmupPlayer { public TextureRef Texture = Textures.Yellow2; // Center of player sprite. public Vector2 Position = new Vector2(48, 1080 / 8); // TODO: use a bounds rect instead of HalfSize. public Vector2 HalfSize = new Vector2(16, 10); private float speed = 150f; private float shotCooldown = 0f; public void Update(float modelTime, History input, Rectangle worldBounds, ProfilingList newShots) { // 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.Width - HalfSize.X); Position.Y = Math.Max(Position.Y, HalfSize.Y); Position.Y = Math.Min(Position.Y, worldBounds.Height - HalfSize.Y); // Check whether we need to add new shots. shotCooldown -= modelTime; if (input[0].Attack && shotCooldown <= 0) { shotCooldown = 0.2f; Vector2 shotOffset = new Vector2(12, 2); Vector2 shotPosition = Vector2.Add(Position, shotOffset); newShots.Add(new Shot(shotPosition, new Vector2(300, 0))); } } public void Draw(SpriteBatch spriteBatch) { Texture2D texture = Texture.Get; Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2); Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter)); spriteBatch.Draw(texture, drawPos, Color.White); } } public class Shot { static int color = 0; public TextureRef Texture; public Vector2 Position; public Vector2 HalfSize = new Vector2(11, 4); public Rectangle Bounds; public Vector2 Velocity; public Shot(Vector2 position, Vector2 velocity) { Texture = (color % 5) switch { 0 => Textures.Projectile1, 1 => Textures.Projectile2, 2 => Textures.Projectile3, 3 => Textures.Projectile4, _ => Textures.Projectile5 }; color++; Position = position; Velocity = velocity; Update(0); // set Bounds } public void Update(float modelTime) { Position = Vector2.Add(Position, Vector2.Multiply(Velocity, modelTime)); Bounds = new Rectangle( (int) (Position.X - HalfSize.X), (int) (Position.Y - HalfSize.Y), (int) HalfSize.X * 2, (int) HalfSize.Y * 2); } public void Draw(SpriteBatch spriteBatch) { Texture2D texture = Texture.Get; Vector2 center = new Vector2(texture.Width / 2, texture.Height / 2); spriteBatch.Draw(texture, Vector2.Floor(Vector2.Subtract(Position, center)), Color.White); } } public interface IMoveBehavior { public Vector2 Velocity(float modelTime); } public class MoveLeft : IMoveBehavior { public Vector2 Velocity(float modelTime) { return new Vector2(-100, 0); } } public class Enemy { public TextureRef Texture = Textures.Blue1; // Center of sprite. public Vector2 Position = new Vector2(1920 / 4 - 48, 1080 / 8); // TODO: use a bounds rect instead of HalfSize. public Vector2 HalfSize = new Vector2(16, 10); public Rectangle Bounds; private IMoveBehavior moveBehavior = new MoveLeft(); public void Update(float modelTime) { Vector2 velocity = moveBehavior.Velocity(modelTime); Position = Vector2.Add(Position, Vector2.Multiply(velocity, modelTime)); Bounds = new Rectangle( (int) (Position.X - HalfSize.X), (int) (Position.Y - HalfSize.Y), (int) HalfSize.X * 2, (int) HalfSize.Y * 2); } public void Draw(SpriteBatch spriteBatch) { Texture2D texture = Texture.Get; Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2); Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter)); spriteBatch.Draw(texture, drawPos, null, Color.White, 0f, spriteCenter, Vector2.One, SpriteEffects.FlipHorizontally, 0f); } } public readonly Rectangle Bounds; public readonly ShmupPlayer Player; public readonly ProfilingList Enemies; public readonly ProfilingList Shots; private ProfilingList newShots; public ShmupWorld() { Bounds = new Rectangle(0, 0, 1920 / 4, 1080 / 4); Player = new ShmupPlayer(); Enemies = new ProfilingList(100, "enemies"); Enemies.Add(new Enemy()); Shots = new ProfilingList(100, "shots"); newShots = new ProfilingList(100, "newShots"); } ~ShmupWorld() { Dispose(); } public void Dispose() { GC.SuppressFinalize(this); } public void Update(float modelTime, History input) { // Update player, enemies, & shots. newShots.Clear(); Player.Update(modelTime, input, Bounds, newShots); foreach (Enemy enemy in Enemies) { enemy.Update(modelTime); } foreach (Shot shot in Shots) { shot.Update(modelTime); } // Add new shots. Shots.AddRange(newShots); // Reap off-screen objects. Rectangle paddedBounds = Bounds; paddedBounds.Inflate(16, 16); Shots.RemoveAll(shot => !paddedBounds.Intersects(shot.Bounds)); Enemies.RemoveAll(enemy => !paddedBounds.Intersects(enemy.Bounds)); Debug.AddToast("shots: " + Shots.Count + " enemies: " + Enemies.Count); } } }