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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 | static class ActorManager | |
11 | { | |
12 | ||
13 | static SuperPolarity Game; | |
14 | static int OutlierBounds; | |
15 | static IList<Actor> Actors; | |
16 | ||
17 | static ActorManager() | |
18 | { | |
19 | OutlierBounds = 100; | |
20 | Actors = new List<Actor>(); | |
21 | } | |
22 | ||
23 | static public void CheckIn(Actor actor) | |
24 | { | |
25 | Actors.Add(actor); | |
26 | } | |
27 | ||
28 | static public void CheckOut(Actor actor) | |
29 | { | |
30 | actor.CleanUp(); | |
31 | Actors.Remove(actor); | |
32 | actor = null; | |
33 | } | |
34 | ||
35 | static public void Update(GameTime gameTime) | |
36 | { | |
37 | CheckActors(); | |
38 | CheckOutliers(); | |
39 | foreach (Actor actor in Actors) | |
40 | { | |
41 | actor.Update(gameTime); | |
42 | } | |
43 | } | |
44 | ||
45 | static public void Draw(SpriteBatch spriteBatch) | |
46 | { | |
47 | foreach (Actor actor in Actors) | |
48 | { | |
49 | actor.Draw(spriteBatch); | |
50 | ||
51 | if (actor.GetType ().IsAssignableFrom (typeof(MainShip))) { | |
52 | var mainActor = (MainShip)actor; | |
53 | mainActor.ResetEnemyModification (); | |
54 | } | |
55 | } | |
56 | } | |
57 | ||
58 | static void CheckActors() | |
59 | { | |
60 | for (var i = Actors.Count - 1; i >= 0; i--) | |
61 | { | |
62 | if (i >= Actors.Count) { | |
63 | i = Actors.Count - 1; | |
64 | } | |
65 | ||
66 | if (Actors.Count == 0) | |
67 | { | |
68 | return; | |
69 | } | |
70 | ||
71 | Actor actor = Actors[i]; | |
72 | for (var j = i - 1; j >= 0; j--) | |
73 | { | |
74 | Actor other = Actors[j]; | |
75 | ||
76 | if (actor.Collides && other.Collides) { | |
77 | CheckCollision(actor, other); | |
78 | } | |
79 | ||
80 | if (actor.GetType().IsSubclassOf(typeof(Ship)) && other.GetType().IsSubclassOf(typeof(Ship))) | |
81 | { | |
82 | CheckMagnetism((Ship)actor, (Ship)other); | |
83 | } | |
84 | } | |
85 | } | |
86 | } | |
87 | ||
88 | static void CheckCollision(Actor actor, Actor other) | |
89 | { | |
90 | var collision = Rectangle.Intersect(actor.Box, other.Box); | |
91 | var inverseCollision = Rectangle.Intersect(other.Box, actor.Box); | |
92 | if (!collision.IsEmpty && !actor.Dying && !other.Dying) | |
93 | { | |
94 | actor.Collide(other, collision); | |
95 | other.Collide(actor, inverseCollision); | |
96 | } | |
97 | ||
98 | } | |
99 | ||
100 | static void CheckMagnetism(Ship actor, Ship other) | |
101 | { | |
102 | if (actor.CurrentPolarity != Ship.Polarity.Neutral && other.CurrentPolarity != Ship.Polarity.Neutral) | |
103 | { | |
104 | var dy = other.Position.Y - actor.Position.Y; | |
105 | var dx = other.Position.X - actor.Position.X; | |
106 | var linearDistance = Math.Sqrt(Math.Pow(dx, 2) + Math.Pow(dy, 2)); | |
107 | var angle = (float) Math.Atan2(dy, dx); | |
108 | var otherAngle = (float)Math.Atan2(-dy, -dx); | |
109 | ||
110 | if (actor.GetType ().IsAssignableFrom (typeof(MainShip))) { | |
111 | var mainActor = (MainShip)actor; | |
112 | mainActor.UpdateEnemyModification (other); | |
113 | } | |
114 | ||
115 | if (other.GetType ().IsAssignableFrom (typeof(MainShip))) { | |
116 | var mainOther = (MainShip)other; | |
117 | mainOther.UpdateEnemyModification (actor); | |
118 | } | |
119 | ||
120 | if (linearDistance < actor.MagneticRadius || linearDistance < other.MagneticRadius) | |
121 | { | |
122 | actor.Magnetize(other, (float)linearDistance, angle); | |
123 | other.Magnetize(actor, (float)linearDistance, otherAngle); | |
124 | } | |
125 | } | |
126 | } | |
127 | ||
128 | static void CheckOutliers() | |
129 | { | |
130 | for (var i = Actors.Count; i > 0; i--) | |
131 | { | |
132 | var actor = Actors[i-1]; | |
133 | if (actor.Position.X < -OutlierBounds || actor.Position.Y < -OutlierBounds || | |
134 | actor.Position.X > Game.GraphicsDevice.Viewport.Width + OutlierBounds || | |
135 | actor.Position.Y > Game.GraphicsDevice.Viewport.Height + OutlierBounds) | |
136 | { | |
137 | CheckOut(actor); | |
138 | if (actor.Parent != null) | |
139 | { | |
140 | actor.Parent.Children.Remove(actor); | |
141 | } | |
142 | } | |
143 | } | |
144 | } | |
145 | ||
146 | static public void Empty() | |
147 | { | |
148 | foreach (Actor actor in Actors) { | |
149 | actor.CleanUp(); | |
150 | } | |
151 | Actors.Clear(); | |
152 | } | |
153 | ||
154 | internal static void SetGame(SuperPolarity game) | |
155 | { | |
156 | Game = game; | |
157 | } | |
158 | ||
159 | public static void Bomb() | |
160 | { | |
161 | for (var i = Actors.Count - 1; i >= 0; i--) | |
162 | { | |
163 | var actor = Actors[i]; | |
164 | if (actor.GetType() == typeof(StandardShip)) | |
165 | { | |
166 | CheckOut(actor); | |
167 | Renderer.CheckOut(actor); | |
168 | } | |
169 | } | |
170 | } | |
171 | ||
172 | public static int CountBaddies() | |
173 | { | |
174 | return Actors.Where(a => a.GetType() == typeof(StandardShip)).Count(); | |
175 | } | |
176 | } | |
177 | } |