]>
Commit | Line | Data |
---|---|---|
1 | using System; | |
2 | using System.Collections.Generic; | |
3 | using System.Linq; | |
4 | using System.Text; | |
5 | using System.Threading; | |
6 | using Microsoft.Xna.Framework; | |
7 | using Microsoft.Xna.Framework.Content; | |
8 | using Microsoft.Xna.Framework.Graphics; | |
9 | using Microsoft.Xna.Framework.Audio; | |
10 | ||
11 | namespace SuperPolarity | |
12 | { | |
13 | class MainShip : Ship | |
14 | { | |
15 | ||
16 | public static Color BlueColor; | |
17 | public static Color RedColor; | |
18 | ||
19 | ParticleEngine particleEngine; | |
20 | ||
21 | protected bool Shooting; | |
22 | protected int ShotCooldown; | |
23 | ||
24 | protected float CurrentImmortalTime; | |
25 | protected float MaxImmortalTime; | |
26 | protected bool Flashing; | |
27 | ||
28 | protected SoundEffect PolarityChange; | |
29 | protected SoundEffect ShootSound; | |
30 | protected SoundEffect Hit; | |
31 | ||
32 | public MainShip(SuperPolarity newGame) : base(newGame) {} | |
33 | ||
34 | ~MainShip() | |
35 | { | |
36 | particleEngine = null; | |
37 | } | |
38 | ||
39 | public override void Initialize(Texture2D texture, Vector2 position) | |
40 | { | |
41 | base.Initialize(texture, position); | |
42 | ||
43 | MainShip.BlueColor = new Color(211, 230, 234); | |
44 | MainShip.RedColor = new Color(235, 160, 185); | |
45 | ||
46 | PolarityChange = game.Content.Load<SoundEffect>("Sound\\polaritychange"); | |
47 | ShootSound = game.Content.Load<SoundEffect>("Sound\\bullet"); | |
48 | Hit = game.Content.Load<SoundEffect>("Sound\\hit"); | |
49 | ||
50 | InitParticleEngine(); | |
51 | SetPolarity(Polarity.Positive); | |
52 | ||
53 | ActVelocity = 2.5f; | |
54 | ||
55 | ShotCooldown = 50; | |
56 | MaxImmortalTime = 1500; | |
57 | ||
58 | BoxDimensions.X = 2; | |
59 | BoxDimensions.Y = 2; | |
60 | BoxDimensions.W = 2; | |
61 | BoxDimensions.Z = 2; | |
62 | InitBox(); | |
63 | ||
64 | BindInput(); | |
65 | } | |
66 | ||
67 | void InitParticleEngine() | |
68 | { | |
69 | particleEngine = ParticleEffectFactory.CreatePolarCircle(Position); | |
70 | } | |
71 | ||
72 | void BindInput() | |
73 | { | |
74 | InputController.Bind("moveX", HandleHorizontalMovement); | |
75 | InputController.Bind("moveY", HandleVerticalMovement); | |
76 | InputController.Bind("changePolarity", HandleChangePolarity); | |
77 | InputController.Bind("shoot", HandleShot); | |
78 | } | |
79 | ||
80 | protected void HandleShot(float value) | |
81 | { | |
82 | ||
83 | Shooting = true; | |
84 | Timer t = new Timer(new TimerCallback(UnlockShot)); | |
85 | t.Change(ShotCooldown, Timeout.Infinite); | |
86 | ||
87 | if (Children.Count > 10) | |
88 | { | |
89 | return; | |
90 | } | |
91 | ||
92 | var bullet = ActorFactory.CreateBullet(Position, Angle); | |
93 | ||
94 | Children.Add(bullet); | |
95 | bullet.Parent = this; | |
96 | ||
97 | ShootSound.Play(); | |
98 | } | |
99 | ||
100 | protected void UnlockShot(object state) | |
101 | { | |
102 | InputController.Unlock("shoot"); | |
103 | Shooting = false; | |
104 | } | |
105 | ||
106 | protected void HandleChangePolarity(float value) | |
107 | { | |
108 | SwitchPolarity(); | |
109 | } | |
110 | ||
111 | public void HandleHorizontalMovement(float value) | |
112 | { | |
113 | if (value >= -0.5 && value <= 0.5) | |
114 | { | |
115 | value = 0; | |
116 | } | |
117 | ||
118 | Velocity.X = value * MaxVelocity; | |
119 | } | |
120 | ||
121 | public void HandleVerticalMovement(float value) | |
122 | { | |
123 | if (value >= -0.5 && value <= 0.5) | |
124 | { | |
125 | value = 0; | |
126 | } | |
127 | ||
128 | Velocity.Y = value * MaxVelocity; | |
129 | } | |
130 | ||
131 | public override void SwitchPolarity() | |
132 | { | |
133 | base.SwitchPolarity(); | |
134 | SwitchParticleEngine(CurrentPolarity); | |
135 | PolarityChange.Play(); | |
136 | game.Player.ResetMultiplier(); | |
137 | } | |
138 | ||
139 | public override void SetPolarity(Polarity newPolarity) | |
140 | { | |
141 | base.SetPolarity(newPolarity); | |
142 | SwitchParticleEngine(newPolarity); | |
143 | } | |
144 | ||
145 | protected void SwitchParticleEngine(Polarity polarity) | |
146 | { | |
147 | if (polarity == Polarity.Positive) | |
148 | { | |
149 | particleEngine.Color = MainShip.RedColor; | |
150 | } | |
151 | else if (polarity == Polarity.Negative) | |
152 | { | |
153 | particleEngine.Color = MainShip.BlueColor; | |
154 | } | |
155 | else | |
156 | { | |
157 | particleEngine.Color = Color.Gray; | |
158 | } | |
159 | } | |
160 | ||
161 | public override void Update(GameTime gameTime) | |
162 | { | |
163 | base.Update(gameTime); | |
164 | particleEngine.EmitterLocation = Position; | |
165 | particleEngine.Update(); | |
166 | ConstrainToEdges(); | |
167 | UpdateImmortality(gameTime); | |
168 | } | |
169 | ||
170 | public void UpdateImmortality(GameTime gameTime) | |
171 | { | |
172 | if (Immortal) | |
173 | { | |
174 | CurrentImmortalTime += gameTime.ElapsedGameTime.Milliseconds; | |
175 | ||
176 | if (Flashing) | |
177 | { | |
178 | Color = new Color(255, 255, 255, 128); | |
179 | } | |
180 | else | |
181 | { | |
182 | Color = Color.White; | |
183 | } | |
184 | ||
185 | Flashing = !Flashing; | |
186 | ||
187 | if (CurrentImmortalTime > MaxImmortalTime) | |
188 | { | |
189 | Immortal = false; | |
190 | Color = Color.White; | |
191 | } | |
192 | } | |
193 | } | |
194 | ||
195 | public override void Move(GameTime gameTime) | |
196 | { | |
197 | var VelocityLimit = MaxVelocity; | |
198 | var SavedVelocity = new Vector2(Velocity.X, Velocity.Y); | |
199 | ||
200 | if (Shooting) | |
201 | { | |
202 | VelocityLimit = ActVelocity; | |
203 | } | |
204 | ||
205 | if (SavedVelocity.X > VelocityLimit) | |
206 | { | |
207 | SavedVelocity.X = VelocityLimit; | |
208 | } | |
209 | ||
210 | if (SavedVelocity.X < -VelocityLimit) | |
211 | { | |
212 | SavedVelocity.X = -VelocityLimit; | |
213 | } | |
214 | ||
215 | if (SavedVelocity.Y > VelocityLimit) | |
216 | { | |
217 | SavedVelocity.Y = VelocityLimit; | |
218 | } | |
219 | ||
220 | if (SavedVelocity.Y < -VelocityLimit) | |
221 | { | |
222 | SavedVelocity.Y = -VelocityLimit; | |
223 | } | |
224 | ||
225 | Position.X = Position.X + SavedVelocity.X; | |
226 | Position.Y = Position.Y + SavedVelocity.Y; | |
227 | } | |
228 | ||
229 | public override void Magnetize(Ship ship, float distance, float angle) | |
230 | { | |
231 | } | |
232 | ||
233 | protected void ConstrainToEdges() | |
234 | { | |
235 | if (Position.X < 0) | |
236 | { | |
237 | Position.X = 0; | |
238 | ||
239 | if (Velocity.X < 0) | |
240 | { | |
241 | Velocity.X = 0; | |
242 | } | |
243 | } | |
244 | if (Position.X > game.GraphicsDevice.Viewport.Width) | |
245 | { | |
246 | Position.X = game.GraphicsDevice.Viewport.Width; | |
247 | ||
248 | if (Velocity.X > 0) | |
249 | { | |
250 | Velocity.X = 0; | |
251 | } | |
252 | } | |
253 | if (Position.Y < 0) | |
254 | { | |
255 | Position.Y = 0; | |
256 | ||
257 | if (Velocity.Y < 0) | |
258 | { | |
259 | Velocity.Y = 0; | |
260 | } | |
261 | } | |
262 | if (Position.Y > game.GraphicsDevice.Viewport.Height) | |
263 | { | |
264 | Position.Y = game.GraphicsDevice.Viewport.Height; | |
265 | ||
266 | if (Velocity.Y < 0) | |
267 | { | |
268 | Velocity.Y = 0; | |
269 | } | |
270 | } | |
271 | } | |
272 | ||
273 | public override void Draw(SpriteBatch spriteBatch) | |
274 | { | |
275 | particleEngine.Draw(spriteBatch); | |
276 | base.Draw(spriteBatch); | |
277 | } | |
278 | ||
279 | public override void Collide(Actor other, Rectangle collision) | |
280 | { | |
281 | if (other.GetType().IsAssignableFrom(typeof(StandardShip)) && | |
282 | !Immortal) | |
283 | { | |
284 | Die(); | |
285 | } | |
286 | } | |
287 | ||
288 | protected override void Die() | |
289 | { | |
290 | game.Player.Lives = game.Player.Lives - 1; | |
291 | game.Player.ResetMultiplier(); | |
292 | if (game.Player.Lives < 0) | |
293 | { | |
294 | Dying = true; | |
295 | game.GameOver(); | |
296 | } | |
297 | else { | |
298 | Hit.Play(); | |
299 | Immortal = true; | |
300 | CurrentImmortalTime = 0; | |
301 | } | |
302 | } | |
303 | ||
304 | public override void CleanUp() | |
305 | { | |
306 | base.CleanUp(); | |
307 | particleEngine = null; | |
308 | InputController.Unbind("moveX", HandleHorizontalMovement); | |
309 | InputController.Unbind("moveY", HandleVerticalMovement); | |
310 | InputController.Unbind("changePolarity", HandleChangePolarity); | |
311 | InputController.Unbind("shoot", HandleShot); | |
312 | } | |
313 | } | |
314 | } |