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Commit | Line | Data |
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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 | ||
8 | namespace SuperPolarity | |
9 | { | |
10 | static class ActorManager | |
11 | { | |
12 | ||
13 | static SuperPolarity Game; | |
14 | static int OutlierBounds; | |
15 | static IList<Actor> Actors; | |
16 | ||
17 | static ActorManager() | |
18 | { | |
19 | OutlierBounds = 100; | |
20 | Actors = new List<Actor>(); | |
21 | } | |
22 | ||
23 | static public void CheckIn(Actor actor) | |
24 | { | |
25 | Actors.Add(actor); | |
26 | } | |
27 | ||
28 | static public void CheckOut(Actor actor) | |
29 | { | |
30 | Actors.Remove(actor); | |
31 | } | |
32 | ||
33 | static public void Update(GameTime gameTime) | |
34 | { | |
35 | CheckActors(); | |
36 | CheckOutliers(); | |
37 | foreach (Actor actor in Actors) | |
38 | { | |
39 | actor.Update(gameTime); | |
40 | } | |
41 | } | |
42 | ||
43 | static public void Draw(SpriteBatch spriteBatch) | |
44 | { | |
45 | foreach (Actor actor in Actors) | |
46 | { | |
47 | actor.Draw(spriteBatch); | |
48 | } | |
49 | } | |
50 | ||
51 | static void CheckActors() | |
52 | { | |
53 | for (var i = Actors.Count - 1; i >= 0; i--) | |
54 | { | |
55 | if (i >= Actors.Count) { | |
56 | i = Actors.Count - 1; | |
57 | } | |
58 | Actor actor = Actors[i]; | |
59 | for (var j = i - 1; j >= 0; j--) | |
60 | { | |
61 | Actor other = Actors[j]; | |
62 | ||
63 | CheckCollision(actor, other); | |
64 | ||
65 | if (actor.GetType().IsSubclassOf(typeof(Ship)) && other.GetType().IsSubclassOf(typeof(Ship))) | |
66 | { | |
67 | CheckMagnetism((Ship)actor, (Ship)other); | |
68 | } | |
69 | } | |
70 | } | |
71 | } | |
72 | ||
73 | static void CheckCollision(Actor actor, Actor other) | |
74 | { | |
75 | var collision = Rectangle.Intersect(actor.Box, other.Box); | |
76 | var inverseCollision = Rectangle.Intersect(other.Box, actor.Box); | |
77 | if (!collision.IsEmpty && !actor.Dying && !other.Dying) | |
78 | { | |
79 | actor.Collide(other, collision); | |
80 | other.Collide(actor, inverseCollision); | |
81 | } | |
82 | ||
83 | } | |
84 | ||
85 | static void CheckMagnetism(Ship actor, Ship other) | |
86 | { | |
87 | if (actor.CurrentPolarity != Ship.Polarity.Neutral && other.CurrentPolarity != Ship.Polarity.Neutral) | |
88 | { | |
89 | var dy = other.Position.Y - actor.Position.Y; | |
90 | var dx = other.Position.X - actor.Position.X; | |
91 | var linearDistance = Math.Sqrt(Math.Pow(dx, 2) + Math.Pow(dy, 2)); | |
92 | var angle = (float) Math.Atan2(dy, dx); | |
93 | var otherAngle = (float)Math.Atan2(-dy, -dx); | |
94 | ||
95 | if (linearDistance < actor.MagneticRadius || linearDistance < other.MagneticRadius) | |
96 | { | |
97 | actor.Magnetize(other, (float)linearDistance, angle); | |
98 | other.Magnetize(actor, (float)linearDistance, otherAngle); | |
99 | } | |
100 | } | |
101 | } | |
102 | ||
103 | static void CheckOutliers() | |
104 | { | |
105 | for (var i = Actors.Count; i > 0; i--) | |
106 | { | |
107 | var actor = Actors[i-1]; | |
108 | if (actor.Position.X < -OutlierBounds || actor.Position.Y < -OutlierBounds || | |
109 | actor.Position.X > Game.GraphicsDevice.Viewport.Width + OutlierBounds || | |
110 | actor.Position.Y > Game.GraphicsDevice.Viewport.Height + OutlierBounds) | |
111 | { | |
112 | CheckOut(actor); | |
113 | } | |
114 | } | |
115 | } | |
116 | ||
117 | internal static void SetGame(SuperPolarity game) | |
118 | { | |
119 | Game = game; | |
120 | } | |
121 | } | |
122 | } |