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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 | ||
10 | namespace SuperPolarity | |
11 | { | |
12 | class MainShip : Ship | |
13 | { | |
14 | ||
15 | public static Color BlueColor; | |
16 | public static Color RedColor; | |
17 | ||
18 | ParticleEngine particleEngine; | |
19 | ||
20 | protected bool Shooting; | |
21 | protected int ShotCooldown; | |
22 | ||
23 | public MainShip(Game newGame) : base(newGame) {} | |
24 | ||
25 | ~MainShip() | |
26 | { | |
27 | particleEngine = null; | |
28 | } | |
29 | ||
30 | public override void Initialize(Texture2D texture, Vector2 position) | |
31 | { | |
32 | base.Initialize(texture, position); | |
33 | ||
34 | MainShip.BlueColor = new Color(230, 244, 249); | |
35 | MainShip.RedColor = new Color(255, 234, 241); | |
36 | ||
37 | InitParticleEngine(); | |
38 | SetPolarity(Polarity.Positive); | |
39 | ||
40 | ShotCooldown = 50; | |
41 | ||
42 | BindInput(); | |
43 | } | |
44 | ||
45 | void InitParticleEngine() | |
46 | { | |
47 | particleEngine = ParticleEffectFactory.CreatePolarCircle(Position); | |
48 | } | |
49 | ||
50 | void BindInput() | |
51 | { | |
52 | InputController.Bind("moveX", HandleHorizontalMovement); | |
53 | InputController.Bind("moveY", HandleVerticalMovement); | |
54 | InputController.Bind("changePolarity", HandleChangePolarity); | |
55 | InputController.Bind("shoot", HandleShot); | |
56 | } | |
57 | ||
58 | protected void HandleShot(float value) | |
59 | { | |
60 | Children.Add(ActorFactory.CreateBullet(Position, Angle)); | |
61 | Shooting = true; | |
62 | Timer t = new Timer(new TimerCallback(UnlockShot)); | |
63 | t.Change(ShotCooldown, Timeout.Infinite); | |
64 | } | |
65 | ||
66 | protected void UnlockShot(object state) | |
67 | { | |
68 | InputController.Unlock("shoot"); | |
69 | } | |
70 | ||
71 | protected void HandleChangePolarity(float value) | |
72 | { | |
73 | SwitchPolarity(); | |
74 | } | |
75 | ||
76 | public void HandleHorizontalMovement(float value) | |
77 | { | |
78 | Acceleration.X = value * AccelerationRate; | |
79 | ||
80 | if (value > 0.1 && Velocity.X < 0 || value < 0.1 && Velocity.X > 0) | |
81 | { | |
82 | Acceleration.X *= 2; | |
83 | } | |
84 | ||
85 | if (value > 0.1 && Velocity.Y < 0 || value < 0.1 && Velocity.Y > 0) | |
86 | { | |
87 | Acceleration.Y *= 2; | |
88 | } | |
89 | } | |
90 | ||
91 | public void HandleVerticalMovement(float value) | |
92 | { | |
93 | Acceleration.Y = value * AccelerationRate; | |
94 | } | |
95 | ||
96 | public override void SwitchPolarity() | |
97 | { | |
98 | base.SwitchPolarity(); | |
99 | SwitchParticleEngine(CurrentPolarity); | |
100 | } | |
101 | ||
102 | public override void SetPolarity(Polarity newPolarity) | |
103 | { | |
104 | base.SetPolarity(newPolarity); | |
105 | SwitchParticleEngine(newPolarity); | |
106 | } | |
107 | ||
108 | protected void SwitchParticleEngine(Polarity polarity) | |
109 | { | |
110 | if (polarity == Polarity.Positive) | |
111 | { | |
112 | particleEngine.Color = MainShip.RedColor; | |
113 | } | |
114 | else if (polarity == Polarity.Negative) | |
115 | { | |
116 | particleEngine.Color = MainShip.BlueColor; | |
117 | } | |
118 | else | |
119 | { | |
120 | particleEngine.Color = Color.Gray; | |
121 | } | |
122 | } | |
123 | ||
124 | public override void Update(GameTime gameTime) | |
125 | { | |
126 | base.Update(gameTime); | |
127 | particleEngine.EmitterLocation = Position; | |
128 | particleEngine.Update(); | |
129 | ConstrainToEdges(); | |
130 | Shooting = false; | |
131 | } | |
132 | ||
133 | public override void Move(GameTime gameTime) | |
134 | { | |
135 | base.Move(gameTime); | |
136 | ||
137 | if (Shooting) | |
138 | { | |
139 | if (Velocity.X > ActVelocity) | |
140 | { | |
141 | Velocity.X = ActVelocity; | |
142 | } | |
143 | ||
144 | if (Velocity.X < -ActVelocity) | |
145 | { | |
146 | Velocity.X = -ActVelocity; | |
147 | } | |
148 | ||
149 | if (Velocity.Y > ActVelocity) | |
150 | { | |
151 | Velocity.Y = ActVelocity; | |
152 | } | |
153 | ||
154 | if (Velocity.Y < -ActVelocity) | |
155 | { | |
156 | Velocity.Y = -ActVelocity; | |
157 | } | |
158 | } | |
159 | } | |
160 | ||
161 | public override void Magnetize(Ship ship, float distance, float angle) | |
162 | { | |
163 | } | |
164 | ||
165 | protected void ConstrainToEdges() | |
166 | { | |
167 | if (Position.X < 0) | |
168 | { | |
169 | Position.X = 0; | |
170 | ||
171 | if (Velocity.X < 0) | |
172 | { | |
173 | Velocity.X = 0; | |
174 | } | |
175 | } | |
176 | if (Position.X > game.GraphicsDevice.Viewport.Width) | |
177 | { | |
178 | Position.X = game.GraphicsDevice.Viewport.Width; | |
179 | ||
180 | if (Velocity.X > 0) | |
181 | { | |
182 | Velocity.X = 0; | |
183 | } | |
184 | } | |
185 | if (Position.Y < 0) | |
186 | { | |
187 | Position.Y = 0; | |
188 | ||
189 | if (Velocity.Y < 0) | |
190 | { | |
191 | Velocity.Y = 0; | |
192 | } | |
193 | } | |
194 | if (Position.Y > game.GraphicsDevice.Viewport.Height) | |
195 | { | |
196 | Position.Y = game.GraphicsDevice.Viewport.Height; | |
197 | ||
198 | if (Velocity.Y < 0) | |
199 | { | |
200 | Velocity.Y = 0; | |
201 | } | |
202 | } | |
203 | } | |
204 | ||
205 | public override void Draw(SpriteBatch spriteBatch) | |
206 | { | |
207 | particleEngine.Draw(spriteBatch); | |
208 | base.Draw(spriteBatch); | |
209 | } | |
210 | } | |
211 | } |