Renamed all snake_case variables to use camelCase.

This commit is contained in:
J. M. Ellis
2024-05-24 19:22:48 -07:00
parent 34e2d6e6d6
commit b92de57435
2 changed files with 42 additions and 42 deletions
+10 -10
View File
@@ -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<Texture2D>("sprRo_Wall");
sprCave1_background = Content.Load<Texture2D>("spr_cave1_background");
sprCave1_foreground = Content.Load<Texture2D>("spr_Cave1_foreground");
sprCave1_walls = Content.Load<Texture2D>("spr_Cave1_walls");
sprCave1Background = Content.Load<Texture2D>("spr_cave1_background");
sprCave1Foreground = Content.Load<Texture2D>("spr_Cave1_foreground");
sprCave1Walls = Content.Load<Texture2D>("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();