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