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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using TankBattleCore;
using TankBattleCore.Objects;
namespace TankBattleCore.Objects;
internal class GameScene : IScene
{
private const int PlayAreaOffset = 100;
private static readonly Rectangle PlayArea = new Rectangle(
-PlayAreaOffset,
-PlayAreaOffset,
Game1.Instance.WindowWidth + PlayAreaOffset,
Game1.Instance.WindowHeight + PlayAreaOffset
);
private List<Tank> tanks = [];
private List<Bullet> bullets = [];
private bool paused = false;
public GameScene()
{
Clear();
AddTank(
new Tank(
Vector2.Zero,
Game1.Instance.TankBodyTextures[TankColor.Black]
)
);
}
internal void Clear()
{
tanks.Clear();
}
public void Update(float dt)
{
if (paused)
{
return;
}
var keyboardState = Keyboard.GetState();
foreach (Tank t in tanks)
{
t.Update(dt);
if (keyboardState.IsKeyDown(Keys.Enter) && t.CanShoot())
{
AddBullet(t.ShootBullet());
}
}
foreach (Bullet b in bullets)
{
b.Update(dt);
}
bullets.RemoveAll(b => !PlayArea.Contains(b.Position));
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
foreach (Tank t in tanks)
{
t.Draw(spriteBatch);
}
foreach (Bullet b in bullets)
{
b.Draw(spriteBatch);
}
spriteBatch.End();
}
private void AddTank(Tank tank)
{
tanks.Add(tank);
}
private void AddBullet(Bullet bullet)
{
bullets.Add(bullet);
}
public void AddBullet(BulletData bulletData)
{
AddBullet(
new Bullet(
bulletData.Position,
Game1.Instance.TankBodyTextures[TankColor.Black],
bulletData.Speed,
bulletData.Angle
)
);
}
}
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