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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.Content; | |
7 | using Microsoft.Xna.Framework.Graphics; | |
8 | ||
9 | namespace SuperPolarity | |
10 | { | |
11 | class Actor | |
12 | { | |
13 | protected Game game; | |
14 | ||
15 | public List<Actor> Children; | |
16 | ||
17 | // Graphics / In-Game | |
18 | protected Texture2D Texture; | |
19 | protected Vector2 Origin; | |
20 | public bool Active; | |
21 | ||
22 | // Physical Properties | |
23 | public Vector2 Position; | |
24 | protected Vector2 Velocity; | |
25 | protected Vector2 Acceleration; | |
26 | public float Angle; | |
27 | ||
28 | // Constraints / Behavior | |
29 | protected float MaxVelocity; | |
30 | protected float AccelerationRate; | |
31 | ||
32 | public int Width | |
33 | { | |
34 | get { return Texture.Width; } | |
35 | } | |
36 | ||
37 | public int Height | |
38 | { | |
39 | get { return Texture.Height; } | |
40 | } | |
41 | ||
42 | public Actor(Game newGame) | |
43 | { | |
44 | game = newGame; | |
45 | } | |
46 | ||
47 | public virtual void Initialize(Texture2D texture, Vector2 position) | |
48 | { | |
49 | Texture = texture; | |
50 | Position = position; | |
51 | Active = true; | |
52 | ||
53 | Children = new List<Actor>(); | |
54 | ||
55 | Origin = new Vector2(Texture.Width / 2, Texture.Height / 2); | |
56 | Velocity = new Vector2(0, 0); | |
57 | Acceleration = new Vector2(0, 0); | |
58 | ||
59 | MaxVelocity = 5; | |
60 | AccelerationRate = 10; | |
61 | } | |
62 | ||
63 | public void AutoDeccelerate(GameTime gameTime) | |
64 | { | |
65 | if (Acceleration.X == 0 && Velocity.X > 0) | |
66 | { | |
67 | if (AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds > Velocity.X) | |
68 | { | |
69 | Velocity.X = 0; | |
70 | Acceleration.X = 0; | |
71 | } | |
72 | else | |
73 | { | |
74 | Acceleration.X = -AccelerationRate; | |
75 | } | |
76 | } | |
77 | ||
78 | if (Acceleration.X == 0 && Velocity.X < 0) | |
79 | { | |
80 | if (-AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds < Velocity.X) | |
81 | { | |
82 | Velocity.X = 0; | |
83 | Acceleration.X = 0; | |
84 | } | |
85 | else | |
86 | { | |
87 | Acceleration.X = AccelerationRate; | |
88 | } | |
89 | } | |
90 | ||
91 | if (Acceleration.Y == 0 && Velocity.Y > 0) | |
92 | { | |
93 | if (AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds > Velocity.Y) | |
94 | { | |
95 | Velocity.Y = 0; | |
96 | Acceleration.Y = 0; | |
97 | } | |
98 | else | |
99 | { | |
100 | Acceleration.Y = -AccelerationRate; | |
101 | } | |
102 | } | |
103 | ||
104 | if (Acceleration.Y == 0 && Velocity.Y < 0) | |
105 | { | |
106 | if (-AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds < Velocity.Y) | |
107 | { | |
108 | Velocity.Y = 0; | |
109 | Acceleration.Y = 0; | |
110 | } | |
111 | else | |
112 | { | |
113 | Acceleration.Y = AccelerationRate; | |
114 | } | |
115 | } | |
116 | } | |
117 | ||
118 | public virtual void Update(GameTime gameTime) | |
119 | { | |
120 | Move(gameTime); | |
121 | ChangeAngle(); | |
122 | CheckOutliers(); | |
123 | } | |
124 | ||
125 | public virtual void Move(GameTime gameTime) | |
126 | { | |
127 | AutoDeccelerate(gameTime); | |
128 | ||
129 | var maxVelocity = MaxVelocity; | |
130 | ||
131 | Velocity.X = Velocity.X + Acceleration.X * (float)gameTime.ElapsedGameTime.TotalSeconds; | |
132 | Velocity.Y = Velocity.Y + Acceleration.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; | |
133 | ||
134 | if (Velocity.X > MaxVelocity) | |
135 | { | |
136 | Velocity.X = MaxVelocity; | |
137 | } | |
138 | ||
139 | if (Velocity.X < -MaxVelocity) | |
140 | { | |
141 | Velocity.X = -MaxVelocity; | |
142 | } | |
143 | ||
144 | if (Velocity.Y > MaxVelocity) | |
145 | { | |
146 | Velocity.Y = MaxVelocity; | |
147 | } | |
148 | ||
149 | if (Velocity.Y < -MaxVelocity) | |
150 | { | |
151 | Velocity.Y = -MaxVelocity; | |
152 | } | |
153 | ||
154 | Position.X = Position.X + Velocity.X; | |
155 | Position.Y = Position.Y + Velocity.Y; | |
156 | } | |
157 | ||
158 | public void ChangeAngle() | |
159 | { | |
160 | Angle = (float)Math.Atan2(Velocity.Y, Velocity.X); | |
161 | } | |
162 | ||
163 | public virtual void Draw(SpriteBatch spriteBatch) | |
164 | { | |
165 | foreach (Actor child in Children) | |
166 | { | |
167 | child.Draw(spriteBatch); | |
168 | } | |
169 | ||
170 | spriteBatch.Draw(Texture, Position, null, Color.White, Angle, Origin, 1f, SpriteEffects.None, 0f); | |
171 | } | |
172 | ||
173 | void CheckOutliers() | |
174 | { | |
175 | for (var i = Children.Count; i > 0; i--) | |
176 | { | |
177 | var actor = Children[i - 1]; | |
178 | if (actor.Position.X < -SuperPolarity.OutlierBounds || actor.Position.Y < -SuperPolarity.OutlierBounds || | |
179 | actor.Position.X > game.GraphicsDevice.Viewport.Width + SuperPolarity.OutlierBounds || | |
180 | actor.Position.Y > game.GraphicsDevice.Viewport.Height + SuperPolarity.OutlierBounds) | |
181 | { | |
182 | Children.Remove(actor); | |
183 | } | |
184 | } | |
185 | } | |
186 | } | |
187 | } |