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Commit | Line | Data |
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9ad526c0 | 1 | using System; |
2af83e98 BB |
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 | ||
097781e6 | 15 | protected bool Flashing; |
2af83e98 BB |
16 | protected int ChangeRate; |
17 | protected int CurrentTime; | |
097781e6 | 18 | public int AngleChangeProbability; |
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19 | protected int BouncePadding; |
20 | protected float RotationFactor; | |
21 | protected Random Random; | |
22 | protected bool AddingAngle; | |
23 | ||
74c15570 | 24 | public StandardShip(SuperPolarity newGame) : base(newGame) {} |
2af83e98 BB |
25 | |
26 | public override void Initialize(Texture2D texture, Vector2 position) | |
27 | { | |
28 | base.Initialize(texture, position); | |
29 | ||
30 | var cryptoResult = new byte[4]; | |
31 | new RNGCryptoServiceProvider().GetBytes(cryptoResult); | |
32 | ||
33 | ChangeRate = 50; | |
9ad526c0 | 34 | AngleChangeProbability = 50; |
2af83e98 | 35 | BouncePadding = 0; |
9ad526c0 | 36 | MaxVelocity = 3; |
2af83e98 BB |
37 | CurrentTime = 0; |
38 | RotationFactor = (float) (3 * Math.PI / 180); | |
39 | Random = new Random(BitConverter.ToInt32(cryptoResult, 0)); | |
40 | AddingAngle = true; | |
41 | } | |
42 | ||
43 | public override void Magnetize(Ship ship, float distance, float angle) | |
44 | { | |
45 | if (ship.GetType() == typeof(MainShip)) { | |
46 | base.Magnetize(ship, distance, angle); | |
47 | } | |
48 | } | |
49 | ||
50 | public override void Update(GameTime gameTime) | |
51 | { | |
52 | CurrentTime += gameTime.ElapsedGameTime.Milliseconds; | |
53 | if (!Magnetizing) | |
54 | { | |
55 | AutoMove(); | |
56 | BounceBack(); | |
57 | } | |
58 | ChangeAngle(); | |
59 | Position += Velocity; | |
74c15570 | 60 | UpdateBox(); |
2af83e98 | 61 | Magnetizing = false; |
097781e6 BB |
62 | |
63 | if (Flashing) | |
64 | { | |
65 | Color = new Color(255, 255, 255, 128); | |
66 | Flashing = false; | |
67 | } | |
68 | else | |
69 | { | |
70 | Color = Color.White; | |
71 | } | |
2af83e98 BB |
72 | } |
73 | ||
74 | protected void AutoMove() | |
75 | { | |
76 | float newAngle = Angle; | |
77 | ||
78 | if (CurrentTime < ChangeRate) | |
79 | { | |
80 | return; | |
81 | } | |
82 | ||
83 | if (Random.Next(AngleChangeProbability) == 2) | |
84 | { | |
85 | AddingAngle = !AddingAngle; | |
86 | } | |
87 | ||
88 | CurrentTime = 0; | |
89 | ||
90 | if (AddingAngle) | |
91 | { | |
92 | newAngle += (float) ( Random.NextDouble() * RotationFactor); | |
93 | } | |
94 | else | |
95 | { | |
96 | newAngle -= (float) (Random.NextDouble() * RotationFactor); | |
97 | } | |
98 | ||
99 | Velocity.X = (float) (MaxVelocity * Math.Cos(newAngle)); | |
100 | Velocity.Y = (float) (MaxVelocity * Math.Sin(newAngle)); | |
101 | } | |
102 | ||
103 | protected void BounceBack() | |
104 | { | |
105 | if (Position.X + Width < -BouncePadding && Velocity.X < 0) | |
106 | { | |
107 | Velocity.X = -Velocity.X; | |
108 | } | |
109 | ||
110 | if (Position.Y + Height < -BouncePadding && Velocity.Y < 0) | |
111 | { | |
112 | Velocity.Y = -Velocity.Y; | |
113 | } | |
114 | ||
115 | if (Position.X > game.GraphicsDevice.Viewport.Width + BouncePadding && Velocity.X > 0) | |
116 | { | |
117 | Velocity.X = -Velocity.X; | |
118 | } | |
119 | ||
120 | if (Position.Y > game.GraphicsDevice.Viewport.Height + BouncePadding && Velocity.Y > 0) | |
121 | { | |
122 | Velocity.Y = -Velocity.Y; | |
123 | } | |
124 | } | |
74c15570 BB |
125 | |
126 | public override void Collide(Actor other, Rectangle collision) | |
127 | { | |
128 | if (Dying) | |
129 | { | |
130 | return; | |
131 | } | |
132 | ||
133 | if (other.GetType() == typeof(MainShip)) | |
134 | { | |
135 | Die(); | |
136 | return; | |
137 | } | |
138 | ||
139 | if (other.GetType() == typeof(Bullet)) | |
140 | { | |
141 | var theBullet = (Bullet)other; | |
142 | TakeDamage(theBullet.Power); | |
097781e6 | 143 | Flashing = true; |
74c15570 BB |
144 | } |
145 | } | |
146 | ||
147 | protected override void Die() | |
148 | { | |
149 | ActorManager.CheckOut(this); | |
150 | Renderer.CheckOut(this); | |
151 | game.Player.AddScore(Value); | |
152 | game.Player.AddMultiplier(1); | |
153 | } | |
2af83e98 BB |
154 | } |
155 | } |