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Commit | Line | Data |
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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 | ||
8 | namespace SuperPolarity | |
9 | { | |
10 | class Ship : Actor | |
11 | { | |
12 | public enum Polarity : byte { Negative, Positive, Neutral }; | |
13 | ||
14 | protected uint HP; | |
15 | public Polarity CurrentPolarity; | |
16 | public uint MagneticRadius; | |
17 | ||
18 | protected float FleeVelocity; | |
19 | protected float ActVelocity; | |
20 | protected float ChargeVelocity; | |
21 | protected int RepelRadius; | |
22 | ||
23 | protected bool Magnetizing; | |
24 | ||
25 | public Ship(Game newGame) : base(newGame) { | |
26 | MagneticRadius = 250; | |
27 | RepelRadius = 100; | |
28 | ||
29 | FleeVelocity = 5; | |
30 | ActVelocity = 2; | |
31 | ChargeVelocity = 1.5f; | |
32 | CurrentPolarity = Polarity.Neutral; | |
33 | Magnetizing = false; | |
34 | } | |
35 | ||
36 | public virtual void SwitchPolarity() | |
37 | { | |
38 | if (CurrentPolarity == Polarity.Positive) | |
39 | { | |
40 | CurrentPolarity = Polarity.Negative; | |
41 | } | |
42 | else | |
43 | { | |
44 | CurrentPolarity = Polarity.Positive; | |
45 | } | |
46 | } | |
47 | ||
48 | public virtual void SetPolarity(Polarity newPolarity) | |
49 | { | |
50 | CurrentPolarity = newPolarity; | |
51 | } | |
52 | ||
53 | public virtual void Shoot() | |
54 | { | |
55 | } | |
56 | ||
57 | public override void Update(GameTime gameTime) | |
58 | { | |
59 | base.Update(gameTime); | |
60 | Magnetizing = false; | |
61 | } | |
62 | ||
63 | public virtual void Magnetize(Ship ship, float distance, float angle) | |
64 | { | |
65 | Magnetizing = true; | |
66 | Polarity polarity = ship.CurrentPolarity; | |
67 | ||
68 | if (polarity != CurrentPolarity) | |
69 | { | |
70 | Attract(angle); | |
71 | } | |
72 | else | |
73 | { | |
74 | Repel(distance, angle); | |
75 | } | |
76 | } | |
77 | ||
78 | protected void Attract(float angle) | |
79 | { | |
80 | Velocity.X = (float) (ChargeVelocity * Math.Cos(angle)); | |
81 | Velocity.Y = (float) (ChargeVelocity * Math.Sin(angle)); | |
82 | } | |
83 | ||
84 | protected void Repel(float distance, float angle) | |
85 | { | |
86 | if (distance > RepelRadius) { Magnetizing = false; return; } | |
87 | Velocity.X = -(float)(FleeVelocity * Math.Cos(angle)); | |
88 | Velocity.Y = -(float)(FleeVelocity * Math.Sin(angle)); | |
89 | } | |
90 | } | |
91 | } |