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1 | using System; |
2 | using System.Collections.Generic; | |
3 | using System.Linq; | |
4 | using System.Text; | |
5 | using Microsoft.Xna.Framework; | |
6 | using Microsoft.Xna.Framework.Graphics; | |
7 | using Microsoft.Xna.Framework.Content; | |
8 | using System.Security.Cryptography; | |
9 | ||
10 | namespace SuperPolarity | |
11 | { | |
12 | class StandardShip : Ship | |
13 | { | |
14 | ||
15 | protected int ChangeRate; | |
16 | protected int CurrentTime; | |
17 | protected int AngleChangeProbability; | |
18 | protected int BouncePadding; | |
19 | protected float RotationFactor; | |
20 | protected Random Random; | |
21 | protected bool AddingAngle; | |
22 | ||
74c15570 | 23 | public StandardShip(SuperPolarity newGame) : base(newGame) {} |
2af83e98 BB |
24 | |
25 | public override void Initialize(Texture2D texture, Vector2 position) | |
26 | { | |
27 | base.Initialize(texture, position); | |
28 | ||
29 | var cryptoResult = new byte[4]; | |
30 | new RNGCryptoServiceProvider().GetBytes(cryptoResult); | |
31 | ||
32 | ChangeRate = 50; | |
33 | AngleChangeProbability = 50; | |
34 | BouncePadding = 0; | |
35 | MaxVelocity = 1; | |
36 | CurrentTime = 0; | |
37 | RotationFactor = (float) (3 * Math.PI / 180); | |
38 | Random = new Random(BitConverter.ToInt32(cryptoResult, 0)); | |
39 | AddingAngle = true; | |
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40 | |
41 | HP = 5; | |
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42 | } |
43 | ||
44 | public override void Magnetize(Ship ship, float distance, float angle) | |
45 | { | |
46 | if (ship.GetType() == typeof(MainShip)) { | |
47 | base.Magnetize(ship, distance, angle); | |
48 | } | |
49 | } | |
50 | ||
51 | public override void Update(GameTime gameTime) | |
52 | { | |
53 | CurrentTime += gameTime.ElapsedGameTime.Milliseconds; | |
54 | if (!Magnetizing) | |
55 | { | |
56 | AutoMove(); | |
57 | BounceBack(); | |
58 | } | |
59 | ChangeAngle(); | |
60 | Position += Velocity; | |
74c15570 | 61 | UpdateBox(); |
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62 | Magnetizing = false; |
63 | } | |
64 | ||
65 | protected void AutoMove() | |
66 | { | |
67 | float newAngle = Angle; | |
68 | ||
69 | if (CurrentTime < ChangeRate) | |
70 | { | |
71 | return; | |
72 | } | |
73 | ||
74 | if (Random.Next(AngleChangeProbability) == 2) | |
75 | { | |
76 | AddingAngle = !AddingAngle; | |
77 | } | |
78 | ||
79 | CurrentTime = 0; | |
80 | ||
81 | if (AddingAngle) | |
82 | { | |
83 | newAngle += (float) ( Random.NextDouble() * RotationFactor); | |
84 | } | |
85 | else | |
86 | { | |
87 | newAngle -= (float) (Random.NextDouble() * RotationFactor); | |
88 | } | |
89 | ||
90 | Velocity.X = (float) (MaxVelocity * Math.Cos(newAngle)); | |
91 | Velocity.Y = (float) (MaxVelocity * Math.Sin(newAngle)); | |
92 | } | |
93 | ||
94 | protected void BounceBack() | |
95 | { | |
96 | if (Position.X + Width < -BouncePadding && Velocity.X < 0) | |
97 | { | |
98 | Velocity.X = -Velocity.X; | |
99 | } | |
100 | ||
101 | if (Position.Y + Height < -BouncePadding && Velocity.Y < 0) | |
102 | { | |
103 | Velocity.Y = -Velocity.Y; | |
104 | } | |
105 | ||
106 | if (Position.X > game.GraphicsDevice.Viewport.Width + BouncePadding && Velocity.X > 0) | |
107 | { | |
108 | Velocity.X = -Velocity.X; | |
109 | } | |
110 | ||
111 | if (Position.Y > game.GraphicsDevice.Viewport.Height + BouncePadding && Velocity.Y > 0) | |
112 | { | |
113 | Velocity.Y = -Velocity.Y; | |
114 | } | |
115 | } | |
74c15570 BB |
116 | |
117 | public override void Collide(Actor other, Rectangle collision) | |
118 | { | |
119 | if (Dying) | |
120 | { | |
121 | return; | |
122 | } | |
123 | ||
124 | if (other.GetType() == typeof(MainShip)) | |
125 | { | |
126 | Die(); | |
127 | return; | |
128 | } | |
129 | ||
130 | if (other.GetType() == typeof(Bullet)) | |
131 | { | |
132 | var theBullet = (Bullet)other; | |
133 | TakeDamage(theBullet.Power); | |
134 | } | |
135 | } | |
136 | ||
137 | protected override void Die() | |
138 | { | |
139 | ActorManager.CheckOut(this); | |
140 | Renderer.CheckOut(this); | |
141 | game.Player.AddScore(Value); | |
142 | game.Player.AddMultiplier(1); | |
143 | } | |
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144 | } |
145 | } |