diff --git a/Game1.cs b/Game1.cs index fc0229c..77a8ec9 100644 --- a/Game1.cs +++ b/Game1.cs @@ -17,9 +17,9 @@ namespace LunaLightXMG // Test sprites Texture2D sprRo; - Texture2D sprCave1_background; - Texture2D sprCave1_foreground; - Texture2D sprCave1_walls; + Texture2D sprCave1Background; + Texture2D sprCave1Foreground; + Texture2D sprCave1Walls; // Test player input and movement with abstracted player class private Player player; @@ -36,7 +36,7 @@ namespace LunaLightXMG Window.ClientSizeChanged += OnClientSizeChanged; Window.AllowUserResizing = true; - IsMouseVisible = true; + IsMouseVisible = true; // Test player input and movement with abstracted player class player = new Player(); @@ -81,9 +81,9 @@ namespace LunaLightXMG { spriteBatch = new SpriteBatch(GraphicsDevice); sprRo = Content.Load("sprRo_Wall"); - sprCave1_background = Content.Load("spr_cave1_background"); - sprCave1_foreground = Content.Load("spr_Cave1_foreground"); - sprCave1_walls = Content.Load("spr_Cave1_walls"); + sprCave1Background = Content.Load("spr_cave1_background"); + sprCave1Foreground = Content.Load("spr_Cave1_foreground"); + sprCave1Walls = Content.Load("spr_Cave1_walls"); // Test Render Target renderTarget = new RenderTarget2D(GraphicsDevice, retroWidth, retroHeight); @@ -111,13 +111,13 @@ namespace LunaLightXMG // Test Sprite spriteBatch.Begin(samplerState: SamplerState.PointClamp); // Draw sprites here - spriteBatch.Draw(sprCave1_background,new Vector2(0,0),Color.White); + spriteBatch.Draw(sprCave1Background,new Vector2(0,0),Color.White); // Test player input and movement with abstracted player class player.Draw(spriteBatch, sprRo); - spriteBatch.Draw(sprCave1_walls, new Vector2(0, 0), Color.White); - spriteBatch.Draw(sprCave1_foreground, new Vector2(0, 0), Color.White); + spriteBatch.Draw(sprCave1Walls, new Vector2(0, 0), Color.White); + spriteBatch.Draw(sprCave1Foreground, new Vector2(0, 0), Color.White); spriteBatch.End(); diff --git a/Player.cs b/Player.cs index bb19b58..4535225 100644 --- a/Player.cs +++ b/Player.cs @@ -13,22 +13,22 @@ namespace LunaLightXMG private float wallJumpDelay; // Delay for wall jumping private bool grounded; // Is the player grounded? private bool walled; // Is the player wall sliding? - private float hsp_acc; // Horizontal acceleration - private float hsp_friction_ground; // Ground friction - private float hsp_friction_air; // Air friction - private float hsp_walk; // Maximum horizontal speed + private float hspAcc; // Horizontal acceleration + private float hspFrictionGround; // Ground friction + private float hspFrictionAir; // Air friction + private float hspWalk; // Maximum horizontal speed private float grv; // Gravity - private float vsp_max; // Maximum vertical speed - private float grv_wall; // Gravity when wall sliding - private float vsp_max_wall; // Maximum vertical speed when wall sliding - private float vsp_jump; // Jump speed + private float vspMax; // Maximum vertical speed + private float grvWall; // Gravity when wall sliding + private float vspMaxWall; // Maximum vertical speed when wall sliding + private float vspJump; // Jump speed // Player position public Vector2 Position; // Placeholder for key input states - private bool key_left; - private bool key_right; + private bool keyLeft; + private bool keyRight; // Constructor to initialize variables public Player() @@ -39,16 +39,16 @@ namespace LunaLightXMG wallJumpDelay = 0; grounded = false; walled = false; - hsp_acc = 0.5f; - hsp_friction_ground = 0.2f; - hsp_friction_air = 0.1f; - hsp_walk = 4f; + hspAcc = 0.5f; + hspFrictionGround = 0.2f; + hspFrictionAir = 0.1f; + hspWalk = 4f; //grv = 0.5f; grv = 0.0f; // No grav until we have walls, bounding boxes, etc.. - vsp_max = 10f; - grv_wall = 0.1f; - vsp_max_wall = 5f; - vsp_jump = -10f; + vspMax = 10f; + grvWall = 0.1f; + vspMaxWall = 5f; + vspJump = -10f; Position = new Vector2(163, 63); // Initialize player position } @@ -71,30 +71,30 @@ namespace LunaLightXMG if (wallJumpDelay == 0) // no left-right control until delay is 0, prevents rapid wall climb { - float move_h = (key_right ? 1 : 0) - (key_left ? 1 : 0); - hsp += move_h * hsp_acc; + float moveH = (keyRight ? 1 : 0) - (keyLeft ? 1 : 0); + hsp += moveH * hspAcc; - if (move_h == 0) + if (moveH == 0) { - float hsp_friction_final = grounded ? hsp_friction_ground : hsp_friction_air; - hsp = Approach(hsp, 0, hsp_friction_final); + float hspFrictionFinal = grounded ? hspFrictionGround : hspFrictionAir; + hsp = Approach(hsp, 0, hspFrictionFinal); } - hsp = MathHelper.Clamp(hsp, -hsp_walk, hsp_walk); + hsp = MathHelper.Clamp(hsp, -hspWalk, hspWalk); } // Calculate vertical movement - float grv_final = grv; - float vsp_max_final = vsp_max; + float grvFinal = grv; + float vspMaxFinal = vspMax; if (walled && vsp > 0) { - grv_final = grv_wall; - vsp_max_final = vsp_max_wall; + grvFinal = grvWall; + vspMaxFinal = vspMaxWall; } - vsp += (vsp == 0 ? grv_final * 2 : grv_final); - vsp = MathHelper.Clamp(vsp, vsp_jump, vsp_max_final); + vsp += (vsp == 0 ? grvFinal * 2 : grvFinal); + vsp = MathHelper.Clamp(vsp, vspJump, vspMaxFinal); } // Helper method to smoothly approach a target value @@ -119,8 +119,8 @@ namespace LunaLightXMG private void HandleInput() { KeyboardState keyboardState = Keyboard.GetState(); - key_left = keyboardState.IsKeyDown(Keys.A); - key_right = keyboardState.IsKeyDown(Keys.D); + keyLeft = keyboardState.IsKeyDown(Keys.A); + keyRight = keyboardState.IsKeyDown(Keys.D); } public void Draw(SpriteBatch spriteBatch, Texture2D texture)