Description:
Refactor and cleanup.
Commit status:
[Not Reviewed]
References:
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r6:8f8c684c5f35 -

@@ -0,0 +1,47
1 using System;
2 namespace isometricparkfna
3 {
4 public class MathUtils
5 {
6 public MathUtils()
7 {
8 }
9
10 public static bool Between(float val, float x, float y)
11 {
12 return ((x < val && val < y) || (y < val && val < x));
13
14 }
15
16 public static bool Between(int val, int x, int y)
17 {
18 return ((x < val && val < y) || (y < val && val < x));
19
20 }
21
22 protected float Decrement(float value, float delta)
23 {
24 float magnitude = Math.Abs(value);
25
26 //If distance from zero is less than our delta,
27 //go to zero to prevent overshooting:
28 if (magnitude < delta)
29 {
30 return 0.0f;
31 }
32 else if (value > 0)
33 {
34 return value - delta;
35 }
36 else if (value < 0)
37 {
38 return value + delta;
39 }
40 else
41 {
42 return 0.0f;
43 }
44 }
45
46 }
47 }
@@ -11,45 +11,6
11 using System.Diagnostics;
11 using System.Diagnostics;
12
12
13
13
14 struct Entity
15 {
16 public Vector2 loc;
17 public Vector2 velocity;
18
19 private Rectangle _boundingBox;
20
21 public Rectangle BoundingBox
22 {
23
24 get
25 {
26 Rectangle calculatedRectangle = _boundingBox;
27 calculatedRectangle.Location += new Point((int)loc.X, (int)loc.Y);
28 return calculatedRectangle;
29 }
30 set { _boundingBox = value; }
31 }
32
33 public Entity(Vector2 loc, Vector2 velocity)
34 {
35 this.loc = loc;
36 this.velocity = velocity;
37 this._boundingBox = Rectangle.Empty;
38 }
39
40 public Entity(Vector2 loc, Vector2 velocity, Rectangle boundingBox)
41 {
42 this.loc = loc;
43 this.velocity = velocity;
44 this._boundingBox = boundingBox;
45 }
46 }
47
48 //static class Camera
49 //{
50 // static public Vector2 Location = Vector2.Zero;
51 //}
52
53 class FNAGame : Game
14 class FNAGame : Game
54 {
15 {
55 private KeyboardState keyboardPrev = new KeyboardState();
16 private KeyboardState keyboardPrev = new KeyboardState();
@@ -75,14 +36,6
75 private const int height = 640;
36 private const int height = 640;
76
37
77
38
78 private Entity paddleEntity = new Entity(Vector2.Zero, Vector2.Zero,
79 new Rectangle(36, 0, 20, 100));
80 private Entity ballEntity = new Entity(new Vector2(height, 360),
81 new Vector2(2.0f, 2.0f),
82 new Rectangle(36, 36, 20, 20));
83 private Entity aiPaddleEntity = new Entity(new Vector2(width - 100, 0), Vector2.Zero,
84 new Rectangle(36, 0, 20, 100));
85
86 private const float friction = 0.1f;
39 private const float friction = 0.1f;
87 private const float inputVelocityDelta = friction + 0.1f;
40 private const float inputVelocityDelta = friction + 0.1f;
88
41
@@ -106,50 +59,6
106 g.Run();
59 g.Run();
107 }
60 }
108
61
109 public static bool Between(float val, float x, float y)
110 {
111 return ((x < val && val < y) || (y < val && val < x));
112
113 }
114
115 public Entity Move(ref Entity orig, bool score)
116 {
117 orig.loc += orig.velocity;
118
119 if (orig.loc.Y <= 0 && orig.velocity.Y < 0)
120 {
121 orig.velocity.Y *= -1;
122 orig.loc.Y = 0;
123 }
124 else if (orig.loc.Y >= (height) && orig.velocity.Y > 0)
125 {
126 orig.velocity.Y *= -1;
127 orig.loc.Y = (720 - 100);
128 }
129
130 if (orig.loc.X <= 0 && orig.velocity.X < 0)
131 {
132 orig.velocity.X *= -1;
133 orig.loc.X = 0;
134
135 if (score)
136 {
137 playerScore += 1;
138 }
139 }
140 else if (orig.loc.X >= width && orig.velocity.X > 0)
141 {
142 orig.velocity.X *= -1;
143 orig.loc.X = width;
144
145 if (score)
146 {
147 aiScore += 1;
148 }
149 }
150
151 return orig;
152 }
153
62
154
63
155
64
@@ -230,29 +139,6
230 }
139 }
231
140
232
141
233 protected float Decrement(float value, float delta)
234 {
235 float magnitude = Math.Abs(value);
236
237 //If distance from zero is less than our delta,
238 //go to zero to prevent overshooting:
239 if (magnitude < delta)
240 {
241 return 0.0f;
242 }
243 else if (value > 0)
244 {
245 return value - delta;
246 }
247 else if (value < 0)
248 {
249 return value + delta;
250 }
251 else
252 {
253 return 0.0f;
254 }
255 }
256
142
257 protected override void Update(GameTime gameTime)
143 protected override void Update(GameTime gameTime)
258 {
144 {
@@ -291,12 +177,12
291 }
177 }
292 else if (keyboardCur.IsKeyDown(Keys.Subtract) && keyboardPrev.IsKeyUp(Keys.Subtract))
178 else if (keyboardCur.IsKeyDown(Keys.Subtract) && keyboardPrev.IsKeyUp(Keys.Subtract))
293 {
179 {
294 this.camera.zoom -= 0.25f;
180 this.camera.zoom *= 0.75f;
295
181
296 }
182 }
297 else if (keyboardCur.IsKeyDown(Keys.Add) && keyboardPrev.IsKeyUp(Keys.Add))
183 else if (keyboardCur.IsKeyDown(Keys.Add) && keyboardPrev.IsKeyUp(Keys.Add))
298 {
184 {
299 this.camera.zoom += 0.25f;
185 this.camera.zoom *= 1.25f;
300
186
301 }
187 }
302
188
@@ -319,21 +205,20
319
205
320 MouseState mouseCur = Mouse.GetState();
206 MouseState mouseCur = Mouse.GetState();
321
207
322 if ((mouseCur.X < 50) && (mouseCur.X > 0))
208 if (MathUtils.Between(mouseCur.X, 0, 50))
323
324 {
209 {
325 this.camera.Move(new Vector2(-4, 0));
210 this.camera.Move(new Vector2(-4, 0));
326 }
211 }
327 else if ((mouseCur.X > (FNAGame.width - 50)) && (mouseCur.X < FNAGame.width))
212 else if (MathUtils.Between(mouseCur.X, (FNAGame.width - 50), FNAGame.width))
328 {
213 {
329 this.camera.Move(new Vector2(4, 0));
214 this.camera.Move(new Vector2(4, 0));
330 }
215 }
331
216
332 if ((mouseCur.Y < 50) && (mouseCur.Y > 0))
217 if (MathUtils.Between(mouseCur.Y, 0, 50))
333 {
218 {
334 this.camera.Move(new Vector2(0, -4));
219 this.camera.Move(new Vector2(0, -4));
335 }
220 }
336 else if ((mouseCur.Y > (FNAGame.height - 50)) && (mouseCur.Y < FNAGame.height))
221 else if (MathUtils.Between(mouseCur.Y , (FNAGame.height - 50), FNAGame.height))
337 {
222 {
338 this.camera.Move(new Vector2(0, 4));
223 this.camera.Move(new Vector2(0, 4));
339 }
224 }
@@ -347,9 +232,6
347 frameCounter = 0;
232 frameCounter = 0;
348 }
233 }
349
234
350
351
352
353 base.Update(gameTime);
235 base.Update(gameTime);
354
236
355
237
@@ -515,7 +397,6
515 batch.DrawString(font, this.drawTime.TotalMilliseconds.ToString(), new Vector2(120, 33), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
397 batch.DrawString(font, this.drawTime.TotalMilliseconds.ToString(), new Vector2(120, 33), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
516 batch.DrawString(font, this.drawTime.TotalMilliseconds.ToString(), new Vector2(119, 32), Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.49f);
398 batch.DrawString(font, this.drawTime.TotalMilliseconds.ToString(), new Vector2(119, 32), Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.49f);
517
399
518
519 batch.DrawString(font, camera.position.ToString(), new Vector2(190, 33), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
400 batch.DrawString(font, camera.position.ToString(), new Vector2(190, 33), Color.Black, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f);
520 batch.DrawString(font, camera.position.ToString(), new Vector2(189, 32), Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.49f);
401 batch.DrawString(font, camera.position.ToString(), new Vector2(189, 32), Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.49f);
521
402
@@ -33,6 +33,7
33 <Compile Include="TileMap.cs" />
33 <Compile Include="TileMap.cs" />
34 <Compile Include="Line.cs" />
34 <Compile Include="Line.cs" />
35 <Compile Include="Camera.cs" />
35 <Compile Include="Camera.cs" />
36 <Compile Include="MathUtils.cs" />
36 </ItemGroup>
37 </ItemGroup>
37 <ItemGroup>
38 <ItemGroup>
38 <ProjectReference Include="..\FNA\FNA.csproj">
39 <ProjectReference Include="..\FNA\FNA.csproj">
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