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