]>
Commit | Line | Data |
---|---|---|
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 | class Ship : Actor | |
11 | { | |
12 | public enum Polarity : byte { Negative, Positive, Neutral }; | |
13 | ||
14 | public Polarity CurrentPolarity; | |
15 | public uint MagneticRadius; | |
16 | ||
17 | public float FleeVelocity; | |
18 | public float ActVelocity; | |
19 | public float ChargeVelocity; | |
20 | public int RepelRadius; | |
21 | ||
22 | protected bool Magnetizing; | |
23 | ||
24 | public Ship(SuperPolarity newGame) : base(newGame) { | |
25 | MagneticRadius = 250; | |
26 | RepelRadius = 100; | |
27 | ||
28 | HP = 2; | |
29 | ||
30 | FleeVelocity = 5; | |
31 | ActVelocity = 1; | |
32 | ChargeVelocity = 2.5f; | |
33 | CurrentPolarity = Polarity.Neutral; | |
34 | Magnetizing = false; | |
35 | } | |
36 | ||
37 | public virtual void SwitchPolarity() | |
38 | { | |
39 | if (CurrentPolarity == Polarity.Positive) | |
40 | { | |
41 | CurrentPolarity = Polarity.Negative; | |
42 | } | |
43 | else | |
44 | { | |
45 | CurrentPolarity = Polarity.Positive; | |
46 | } | |
47 | } | |
48 | ||
49 | public virtual void SetPolarity(Polarity newPolarity) | |
50 | { | |
51 | CurrentPolarity = newPolarity; | |
52 | } | |
53 | ||
54 | public virtual void Shoot() | |
55 | { | |
56 | } | |
57 | ||
58 | public override void Update(GameTime gameTime) | |
59 | { | |
60 | base.Update(gameTime); | |
61 | Magnetizing = false; | |
62 | } | |
63 | ||
64 | public virtual void Magnetize(Ship ship, float distance, float angle) | |
65 | { | |
66 | Magnetizing = true; | |
67 | Polarity polarity = ship.CurrentPolarity; | |
68 | ||
69 | if (polarity != CurrentPolarity) | |
70 | { | |
71 | Attract(angle); | |
72 | } | |
73 | else | |
74 | { | |
75 | Repel(distance, angle); | |
76 | } | |
77 | } | |
78 | ||
79 | protected void Attract(float angle) | |
80 | { | |
81 | Velocity.X = (float) (ChargeVelocity * Math.Cos(angle)); | |
82 | Velocity.Y = (float) (ChargeVelocity * Math.Sin(angle)); | |
83 | } | |
84 | ||
85 | protected void Repel(float distance, float angle) | |
86 | { | |
87 | if (distance > RepelRadius) { Magnetizing = false; return; } | |
88 | Velocity.X = -(float)(FleeVelocity * Math.Cos(angle)); | |
89 | Velocity.Y = -(float)(FleeVelocity * Math.Sin(angle)); | |
90 | } | |
91 | } | |
92 | } |