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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 | ||
23 | public StandardShip(Game newGame) : base(newGame) {} | |
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; | |
40 | } | |
41 | ||
42 | public override void Magnetize(Ship ship, float distance, float angle) | |
43 | { | |
44 | if (ship.GetType() == typeof(MainShip)) { | |
45 | base.Magnetize(ship, distance, angle); | |
46 | } | |
47 | } | |
48 | ||
49 | public override void Update(GameTime gameTime) | |
50 | { | |
51 | CurrentTime += gameTime.ElapsedGameTime.Milliseconds; | |
52 | if (!Magnetizing) | |
53 | { | |
54 | AutoMove(); | |
55 | BounceBack(); | |
56 | } | |
57 | ChangeAngle(); | |
58 | Position += Velocity; | |
59 | Magnetizing = false; | |
60 | } | |
61 | ||
62 | protected void AutoMove() | |
63 | { | |
64 | float newAngle = Angle; | |
65 | ||
66 | if (CurrentTime < ChangeRate) | |
67 | { | |
68 | return; | |
69 | } | |
70 | ||
71 | if (Random.Next(AngleChangeProbability) == 2) | |
72 | { | |
73 | AddingAngle = !AddingAngle; | |
74 | } | |
75 | ||
76 | CurrentTime = 0; | |
77 | ||
78 | if (AddingAngle) | |
79 | { | |
80 | newAngle += (float) ( Random.NextDouble() * RotationFactor); | |
81 | } | |
82 | else | |
83 | { | |
84 | newAngle -= (float) (Random.NextDouble() * RotationFactor); | |
85 | } | |
86 | ||
87 | Velocity.X = (float) (MaxVelocity * Math.Cos(newAngle)); | |
88 | Velocity.Y = (float) (MaxVelocity * Math.Sin(newAngle)); | |
89 | } | |
90 | ||
91 | protected void BounceBack() | |
92 | { | |
93 | if (Position.X + Width < -BouncePadding && Velocity.X < 0) | |
94 | { | |
95 | Velocity.X = -Velocity.X; | |
96 | } | |
97 | ||
98 | if (Position.Y + Height < -BouncePadding && Velocity.Y < 0) | |
99 | { | |
100 | Velocity.Y = -Velocity.Y; | |
101 | } | |
102 | ||
103 | if (Position.X > game.GraphicsDevice.Viewport.Width + BouncePadding && Velocity.X > 0) | |
104 | { | |
105 | Velocity.X = -Velocity.X; | |
106 | } | |
107 | ||
108 | if (Position.Y > game.GraphicsDevice.Viewport.Height + BouncePadding && Velocity.Y > 0) | |
109 | { | |
110 | Velocity.Y = -Velocity.Y; | |
111 | } | |
112 | } | |
113 | } | |
114 | } |