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 // Test sprites
Texture2D sprRo; Texture2D sprRo;
Texture2D sprCave1_background; Texture2D sprCave1Background;
Texture2D sprCave1_foreground; Texture2D sprCave1Foreground;
Texture2D sprCave1_walls; Texture2D sprCave1Walls;
// Test player input and movement with abstracted player class // Test player input and movement with abstracted player class
private Player player; private Player player;
@@ -36,7 +36,7 @@ namespace LunaLightXMG
Window.ClientSizeChanged += OnClientSizeChanged; Window.ClientSizeChanged += OnClientSizeChanged;
Window.AllowUserResizing = true; Window.AllowUserResizing = true;
IsMouseVisible = true; IsMouseVisible = true;
// Test player input and movement with abstracted player class // Test player input and movement with abstracted player class
player = new Player(); player = new Player();
@@ -81,9 +81,9 @@ namespace LunaLightXMG
{ {
spriteBatch = new SpriteBatch(GraphicsDevice); spriteBatch = new SpriteBatch(GraphicsDevice);
sprRo = Content.Load<Texture2D>("sprRo_Wall"); sprRo = Content.Load<Texture2D>("sprRo_Wall");
sprCave1_background = Content.Load<Texture2D>("spr_cave1_background"); sprCave1Background = Content.Load<Texture2D>("spr_cave1_background");
sprCave1_foreground = Content.Load<Texture2D>("spr_Cave1_foreground"); sprCave1Foreground = Content.Load<Texture2D>("spr_Cave1_foreground");
sprCave1_walls = Content.Load<Texture2D>("spr_Cave1_walls"); sprCave1Walls = Content.Load<Texture2D>("spr_Cave1_walls");
// Test Render Target // Test Render Target
renderTarget = new RenderTarget2D(GraphicsDevice, retroWidth, retroHeight); renderTarget = new RenderTarget2D(GraphicsDevice, retroWidth, retroHeight);
@@ -111,13 +111,13 @@ namespace LunaLightXMG
// Test Sprite // Test Sprite
spriteBatch.Begin(samplerState: SamplerState.PointClamp); spriteBatch.Begin(samplerState: SamplerState.PointClamp);
// Draw sprites here // 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 // Test player input and movement with abstracted player class
player.Draw(spriteBatch, sprRo); player.Draw(spriteBatch, sprRo);
spriteBatch.Draw(sprCave1_walls, new Vector2(0, 0), Color.White); spriteBatch.Draw(sprCave1Walls, new Vector2(0, 0), Color.White);
spriteBatch.Draw(sprCave1_foreground, new Vector2(0, 0), Color.White); spriteBatch.Draw(sprCave1Foreground, new Vector2(0, 0), Color.White);
spriteBatch.End(); spriteBatch.End();
+32 -32
View File
@@ -13,22 +13,22 @@ namespace LunaLightXMG
private float wallJumpDelay; // Delay for wall jumping private float wallJumpDelay; // Delay for wall jumping
private bool grounded; // Is the player grounded? private bool grounded; // Is the player grounded?
private bool walled; // Is the player wall sliding? private bool walled; // Is the player wall sliding?
private float hsp_acc; // Horizontal acceleration private float hspAcc; // Horizontal acceleration
private float hsp_friction_ground; // Ground friction private float hspFrictionGround; // Ground friction
private float hsp_friction_air; // Air friction private float hspFrictionAir; // Air friction
private float hsp_walk; // Maximum horizontal speed private float hspWalk; // Maximum horizontal speed
private float grv; // Gravity private float grv; // Gravity
private float vsp_max; // Maximum vertical speed private float vspMax; // Maximum vertical speed
private float grv_wall; // Gravity when wall sliding private float grvWall; // Gravity when wall sliding
private float vsp_max_wall; // Maximum vertical speed when wall sliding private float vspMaxWall; // Maximum vertical speed when wall sliding
private float vsp_jump; // Jump speed private float vspJump; // Jump speed
// Player position // Player position
public Vector2 Position; public Vector2 Position;
// Placeholder for key input states // Placeholder for key input states
private bool key_left; private bool keyLeft;
private bool key_right; private bool keyRight;
// Constructor to initialize variables // Constructor to initialize variables
public Player() public Player()
@@ -39,16 +39,16 @@ namespace LunaLightXMG
wallJumpDelay = 0; wallJumpDelay = 0;
grounded = false; grounded = false;
walled = false; walled = false;
hsp_acc = 0.5f; hspAcc = 0.5f;
hsp_friction_ground = 0.2f; hspFrictionGround = 0.2f;
hsp_friction_air = 0.1f; hspFrictionAir = 0.1f;
hsp_walk = 4f; hspWalk = 4f;
//grv = 0.5f; //grv = 0.5f;
grv = 0.0f; // No grav until we have walls, bounding boxes, etc.. grv = 0.0f; // No grav until we have walls, bounding boxes, etc..
vsp_max = 10f; vspMax = 10f;
grv_wall = 0.1f; grvWall = 0.1f;
vsp_max_wall = 5f; vspMaxWall = 5f;
vsp_jump = -10f; vspJump = -10f;
Position = new Vector2(163, 63); // Initialize player position 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 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); float moveH = (keyRight ? 1 : 0) - (keyLeft ? 1 : 0);
hsp += move_h * hsp_acc; hsp += moveH * hspAcc;
if (move_h == 0) if (moveH == 0)
{ {
float hsp_friction_final = grounded ? hsp_friction_ground : hsp_friction_air; float hspFrictionFinal = grounded ? hspFrictionGround : hspFrictionAir;
hsp = Approach(hsp, 0, hsp_friction_final); hsp = Approach(hsp, 0, hspFrictionFinal);
} }
hsp = MathHelper.Clamp(hsp, -hsp_walk, hsp_walk); hsp = MathHelper.Clamp(hsp, -hspWalk, hspWalk);
} }
// Calculate vertical movement // Calculate vertical movement
float grv_final = grv; float grvFinal = grv;
float vsp_max_final = vsp_max; float vspMaxFinal = vspMax;
if (walled && vsp > 0) if (walled && vsp > 0)
{ {
grv_final = grv_wall; grvFinal = grvWall;
vsp_max_final = vsp_max_wall; vspMaxFinal = vspMaxWall;
} }
vsp += (vsp == 0 ? grv_final * 2 : grv_final); vsp += (vsp == 0 ? grvFinal * 2 : grvFinal);
vsp = MathHelper.Clamp(vsp, vsp_jump, vsp_max_final); vsp = MathHelper.Clamp(vsp, vspJump, vspMaxFinal);
} }
// Helper method to smoothly approach a target value // Helper method to smoothly approach a target value
@@ -119,8 +119,8 @@ namespace LunaLightXMG
private void HandleInput() private void HandleInput()
{ {
KeyboardState keyboardState = Keyboard.GetState(); KeyboardState keyboardState = Keyboard.GetState();
key_left = keyboardState.IsKeyDown(Keys.A); keyLeft = keyboardState.IsKeyDown(Keys.A);
key_right = keyboardState.IsKeyDown(Keys.D); keyRight = keyboardState.IsKeyDown(Keys.D);
} }
public void Draw(SpriteBatch spriteBatch, Texture2D texture) public void Draw(SpriteBatch spriteBatch, Texture2D texture)