mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 22:05:02 -07:00
Ultra minor updates. Added an notes folder.
This commit is contained in:
+4
-1
@@ -360,4 +360,7 @@ MigrationBackup/
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.ionide/
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.ionide/
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# Fody - auto-generated XML schema
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# Fody - auto-generated XML schema
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FodyWeavers.xsd
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FodyWeavers.xsd
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# vscode history
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.history/
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@@ -8,7 +8,7 @@ using System.Collections.Generic;
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namespace LunaLightXMG
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namespace LunaLightXMG
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{
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{
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public class Game1 : Game
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public class LunaLightGame : Game
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{
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{
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// Class Objects
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// Class Objects
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private Player player;
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private Player player;
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@@ -21,7 +21,9 @@ namespace LunaLightXMG
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// Native retro scale
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// Native retro scale
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private int retroWidth = 320;
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private int retroWidth = 320;
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private int retroHeight = 180;
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private int retroHeight = 180;
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// private int retroWidth = 480;
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// private int retroHeight = 270;
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// Test Render Target
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// Test Render Target
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private RenderTarget2D renderTarget;
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private RenderTarget2D renderTarget;
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private Rectangle renderDestination;
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private Rectangle renderDestination;
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@@ -46,7 +48,7 @@ namespace LunaLightXMG
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// Utility
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// Utility
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private static Random random;
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private static Random random;
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public Game1()
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public LunaLightGame()
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{
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{
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graphics = new GraphicsDeviceManager(this);
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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Content.RootDirectory = "Content";
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@@ -173,7 +175,7 @@ namespace LunaLightXMG
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base.Draw(gameTime);
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base.Draw(gameTime);
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}
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}
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// Method Implementation -------------------------------------------------------------------------------
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#region Methods
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private List<Enemy> SpawnEnemies(int numberOfEnemies) {
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private List<Enemy> SpawnEnemies(int numberOfEnemies) {
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List<Enemy> enemies = new List<Enemy>();
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List<Enemy> enemies = new List<Enemy>();
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for (int i = 0; i < numberOfEnemies; i++)
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for (int i = 0; i < numberOfEnemies; i++)
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@@ -214,7 +216,7 @@ namespace LunaLightXMG
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private void CalculateRenderDestination()
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private void CalculateRenderDestination()
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{
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{
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Point size = GraphicsDevice.Viewport.Bounds.Size;
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Point size = GraphicsDevice.Viewport.Bounds.Size;
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// Calculate the integer scale factor
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// Calculate the integer scale factor
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int scaleX = size.X / renderTarget.Width;
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int scaleX = size.X / renderTarget.Width;
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int scaleY = size.Y / renderTarget.Height;
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int scaleY = size.Y / renderTarget.Height;
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@@ -260,5 +262,7 @@ namespace LunaLightXMG
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// Regenerate platforms
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// Regenerate platforms
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platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms);
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platforms = PlatformGenerator.CreatePlatforms(numOfPlatforms);
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}
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}
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#endregion
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}
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}
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}
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}
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+2
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@@ -52,7 +52,7 @@ namespace LunaLightXMG
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new Platform(new Vector2(288, 164), 16, 16),
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new Platform(new Vector2(288, 164), 16, 16),
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new Platform(new Vector2(304, 164), 16, 16)
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new Platform(new Vector2(304, 164), 16, 16)
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};
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};
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// Left side wall (static)
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// Left side wall (static)
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List<Platform> leftSidePlatforms = new List<Platform>
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List<Platform> leftSidePlatforms = new List<Platform>
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{
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{
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@@ -69,7 +69,7 @@ namespace LunaLightXMG
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new Platform(new Vector2(0, 132), 16, 16),
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new Platform(new Vector2(0, 132), 16, 16),
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new Platform(new Vector2(0, 148), 16, 16)
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new Platform(new Vector2(0, 148), 16, 16)
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};
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};
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// Right side wall (static)
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// Right side wall (static)
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List<Platform> rightSidePlatforms = new List<Platform>
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List<Platform> rightSidePlatforms = new List<Platform>
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{
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{
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+1
-1
@@ -1,3 +1,3 @@
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using var game = new LunaLightXMG.Game1();
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using var game = new LunaLightXMG.LunaLightGame();
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game.Run();
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game.Run();
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@@ -0,0 +1,10 @@
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## March 15th, 2025 - JME
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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.
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- If the level is the same size as te viewport then the camera is static.
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- We also want to have a zoom capability that zooms between 320x180 and 480x270. The current view is 320x180.
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- 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.
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