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
+32 -32
View File
@@ -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)