Ultra minor updates. Added an notes folder.

This commit is contained in:
jme9
2025-03-15 14:35:20 -07:00
parent b270b8189b
commit 74aa15f6d1
5 changed files with 26 additions and 9 deletions
+4 -1
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@@ -360,4 +360,7 @@ MigrationBackup/
.ionide/ .ionide/
# Fody - auto-generated XML schema # Fody - auto-generated XML schema
FodyWeavers.xsd FodyWeavers.xsd
# vscode history
.history/
+9 -5
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@@ -8,7 +8,7 @@ using System.Collections.Generic;
namespace LunaLightXMG namespace LunaLightXMG
{ {
public class Game1 : Game public class LunaLightGame : Game
{ {
// Class Objects // Class Objects
private Player player; private Player player;
@@ -21,7 +21,9 @@ namespace LunaLightXMG
// Native retro scale // Native retro scale
private int retroWidth = 320; private int retroWidth = 320;
private int retroHeight = 180; private int retroHeight = 180;
// private int retroWidth = 480;
// private int retroHeight = 270;
// Test Render Target // Test Render Target
private RenderTarget2D renderTarget; private RenderTarget2D renderTarget;
private Rectangle renderDestination; private Rectangle renderDestination;
@@ -46,7 +48,7 @@ namespace LunaLightXMG
// Utility // Utility
private static Random random; private static Random random;
public Game1() public LunaLightGame()
{ {
graphics = new GraphicsDeviceManager(this); graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content"; Content.RootDirectory = "Content";
@@ -173,7 +175,7 @@ namespace LunaLightXMG
base.Draw(gameTime); base.Draw(gameTime);
} }
// Method Implementation ------------------------------------------------------------------------------- #region Methods
private List<Enemy> SpawnEnemies(int numberOfEnemies) { private List<Enemy> SpawnEnemies(int numberOfEnemies) {
List<Enemy> enemies = new List<Enemy>(); List<Enemy> enemies = new List<Enemy>();
for (int i = 0; i < numberOfEnemies; i++) for (int i = 0; i < numberOfEnemies; i++)
@@ -214,7 +216,7 @@ namespace LunaLightXMG
private void CalculateRenderDestination() private void CalculateRenderDestination()
{ {
Point size = GraphicsDevice.Viewport.Bounds.Size; Point size = GraphicsDevice.Viewport.Bounds.Size;
// Calculate the integer scale factor // Calculate the integer scale factor
int scaleX = size.X / renderTarget.Width; int scaleX = size.X / renderTarget.Width;
int scaleY = size.Y / renderTarget.Height; int scaleY = size.Y / renderTarget.Height;
@@ -260,5 +262,7 @@ namespace LunaLightXMG
// Regenerate platforms // Regenerate platforms
platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms); platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms);
} }
#endregion
} }
} }
+2 -2
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@@ -52,7 +52,7 @@ namespace LunaLightXMG
new Platform(new Vector2(288, 164), 16, 16), new Platform(new Vector2(288, 164), 16, 16),
new Platform(new Vector2(304, 164), 16, 16) new Platform(new Vector2(304, 164), 16, 16)
}; };
// Left side wall (static) // Left side wall (static)
List<Platform> leftSidePlatforms = new List<Platform> List<Platform> leftSidePlatforms = new List<Platform>
{ {
@@ -69,7 +69,7 @@ namespace LunaLightXMG
new Platform(new Vector2(0, 132), 16, 16), new Platform(new Vector2(0, 132), 16, 16),
new Platform(new Vector2(0, 148), 16, 16) new Platform(new Vector2(0, 148), 16, 16)
}; };
// Right side wall (static) // Right side wall (static)
List<Platform> rightSidePlatforms = new List<Platform> List<Platform> rightSidePlatforms = new List<Platform>
{ {
+1 -1
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@@ -1,3 +1,3 @@
using var game = new LunaLightXMG.Game1(); using var game = new LunaLightXMG.LunaLightGame();
game.Run(); game.Run();
+10
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@@ -0,0 +1,10 @@
## March 15th, 2025 - JME
Currentlly the camera is static, or non-existtent really.. we need to create a camera class that handles creating and managing a viewport that follows the player wihin the level.
- If the level is the same size as te viewport then the camera is static.
- We also want to have a zoom capability that zooms between 320x180 and 480x270. The current view is 320x180.
- We should be able to use a lot of the code from LunaLightGML however we will need to create the class objects and restructure to work with MonoGame.