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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 | public class Actor | |
12 | { | |
13 | protected SuperPolarity game; | |
14 | ||
15 | public List<Actor> Children; | |
16 | ||
17 | // In-Game Properties | |
18 | public bool Active; | |
19 | public Rectangle Box; | |
20 | public Vector4 BoxDimensions; | |
21 | protected Texture2D BoxTexture; | |
22 | protected Color Color; | |
23 | ||
24 | // Physical Properties | |
25 | public Vector2 Position; | |
26 | public bool Collides; | |
27 | protected Vector2 Velocity; | |
28 | protected Vector2 Acceleration; | |
29 | public float Angle; | |
30 | ||
31 | // Constraints / Behavior | |
32 | public float MaxVelocity; | |
33 | protected float AccelerationRate; | |
34 | public bool Dying; | |
35 | ||
36 | public Actor Parent; | |
37 | ||
38 | public virtual int Width | |
39 | { | |
40 | get { return 0; } | |
41 | } | |
42 | ||
43 | public virtual int Height | |
44 | { | |
45 | get { return 0; } | |
46 | } | |
47 | ||
48 | public Actor(SuperPolarity newGame) | |
49 | { | |
50 | game = newGame; | |
51 | BoxDimensions.X = 20; | |
52 | BoxDimensions.Y = 20; | |
53 | BoxDimensions.W = 15; | |
54 | BoxDimensions.Z = 15; | |
55 | } | |
56 | ||
57 | public virtual void Initialize(Vector2 position) | |
58 | { | |
59 | Position = position; | |
60 | Active = true; | |
61 | ||
62 | Collides = false; | |
63 | ||
64 | Children = new List<Actor>(); | |
65 | ||
66 | Velocity = new Vector2(0, 0); | |
67 | Acceleration = new Vector2(0, 0); | |
68 | ||
69 | MaxVelocity = 5; | |
70 | AccelerationRate = 10; | |
71 | ||
72 | Dying = false; | |
73 | ||
74 | InitBox(); | |
75 | BoxTexture = new Texture2D(game.GraphicsDevice, 1, 1); | |
76 | BoxTexture.SetData(new Color[] { Color.White }); | |
77 | ||
78 | Color = Color.White; | |
79 | } | |
80 | ||
81 | protected void InitBox() | |
82 | { | |
83 | Box = new Rectangle((int)(Position.X - BoxDimensions.X), (int)(Position.Y - BoxDimensions.X), (int)(BoxDimensions.X + BoxDimensions.X + BoxDimensions.W), (int)(BoxDimensions.Y + BoxDimensions.Y + BoxDimensions.Z)); | |
84 | } | |
85 | ||
86 | public void AutoDeccelerate(GameTime gameTime) | |
87 | { | |
88 | if (Acceleration.X == 0 && Velocity.X > 0) | |
89 | { | |
90 | if (AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds > Velocity.X) | |
91 | { | |
92 | Velocity.X = 0; | |
93 | Acceleration.X = 0; | |
94 | } | |
95 | else | |
96 | { | |
97 | Acceleration.X = -AccelerationRate; | |
98 | } | |
99 | } | |
100 | ||
101 | if (Acceleration.X == 0 && Velocity.X < 0) | |
102 | { | |
103 | if (-AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds < Velocity.X) | |
104 | { | |
105 | Velocity.X = 0; | |
106 | Acceleration.X = 0; | |
107 | } | |
108 | else | |
109 | { | |
110 | Acceleration.X = AccelerationRate; | |
111 | } | |
112 | } | |
113 | ||
114 | if (Acceleration.Y == 0 && Velocity.Y > 0) | |
115 | { | |
116 | if (AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds > Velocity.Y) | |
117 | { | |
118 | Velocity.Y = 0; | |
119 | Acceleration.Y = 0; | |
120 | } | |
121 | else | |
122 | { | |
123 | Acceleration.Y = -AccelerationRate; | |
124 | } | |
125 | } | |
126 | ||
127 | if (Acceleration.Y == 0 && Velocity.Y < 0) | |
128 | { | |
129 | if (-AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds < Velocity.Y) | |
130 | { | |
131 | Velocity.Y = 0; | |
132 | Acceleration.Y = 0; | |
133 | } | |
134 | else | |
135 | { | |
136 | Acceleration.Y = AccelerationRate; | |
137 | } | |
138 | } | |
139 | } | |
140 | ||
141 | public virtual void Update(GameTime gameTime) | |
142 | { | |
143 | Move(gameTime); | |
144 | ChangeAngle(); | |
145 | CheckOutliers(); | |
146 | UpdateBox (); | |
147 | } | |
148 | ||
149 | protected virtual void UpdateBox() | |
150 | { | |
151 | Box.X = (int)(Position.X - BoxDimensions.X); | |
152 | Box.Y = (int)(Position.Y - BoxDimensions.Y); | |
153 | } | |
154 | ||
155 | public virtual void Move(GameTime gameTime) | |
156 | { | |
157 | AutoDeccelerate(gameTime); | |
158 | ||
159 | Velocity.X = Velocity.X + Acceleration.X * (float)gameTime.ElapsedGameTime.TotalSeconds; | |
160 | Velocity.Y = Velocity.Y + Acceleration.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; | |
161 | ||
162 | if (Velocity.X > MaxVelocity) | |
163 | { | |
164 | Velocity.X = MaxVelocity; | |
165 | } | |
166 | ||
167 | if (Velocity.X < -MaxVelocity) | |
168 | { | |
169 | Velocity.X = -MaxVelocity; | |
170 | } | |
171 | ||
172 | if (Velocity.Y > MaxVelocity) | |
173 | { | |
174 | Velocity.Y = MaxVelocity; | |
175 | } | |
176 | ||
177 | if (Velocity.Y < -MaxVelocity) | |
178 | { | |
179 | Velocity.Y = -MaxVelocity; | |
180 | } | |
181 | ||
182 | Position.X = Position.X + Velocity.X; | |
183 | Position.Y = Position.Y + Velocity.Y; | |
184 | } | |
185 | ||
186 | public void ChangeAngle() | |
187 | { | |
188 | if (Math.Abs(Velocity.Y) <= 0.1 && Math.Abs(Velocity.X) <= 0.1) | |
189 | { | |
190 | return; | |
191 | } | |
192 | Angle = (float)Math.Atan2(Velocity.Y, Velocity.X); | |
193 | } | |
194 | ||
195 | public virtual void Draw(SpriteBatch spriteBatch) | |
196 | { | |
197 | Actor child = null; | |
198 | ||
199 | // TODO: Check what's up with the null children. | |
200 | if (Children == null) | |
201 | { | |
202 | return; | |
203 | } | |
204 | for (var i = Children.Count - 1; i >= 0; i--) | |
205 | { | |
206 | child = Children[i]; | |
207 | child.Draw(spriteBatch); | |
208 | } | |
209 | ||
210 | //spriteBatch.Draw(BoxTexture, Box, new Color(255, 0, 255, 25)); | |
211 | } | |
212 | ||
213 | void CheckOutliers() | |
214 | { | |
215 | for (var i = Children.Count; i > 0; i--) | |
216 | { | |
217 | var actor = Children[i - 1]; | |
218 | if (actor.Position.X < -SuperPolarity.OutlierBounds || actor.Position.Y < -SuperPolarity.OutlierBounds || | |
219 | actor.Position.X > game.GraphicsDevice.Viewport.Width + SuperPolarity.OutlierBounds || | |
220 | actor.Position.Y > game.GraphicsDevice.Viewport.Height + SuperPolarity.OutlierBounds) | |
221 | { | |
222 | Children.Remove(actor); | |
223 | } | |
224 | } | |
225 | } | |
226 | ||
227 | public virtual void Collide(Actor other, Rectangle collision) | |
228 | { | |
229 | } | |
230 | ||
231 | protected virtual void Die() | |
232 | { | |
233 | Dying = true; | |
234 | } | |
235 | ||
236 | public virtual void CleanUp() | |
237 | { | |
238 | BoxTexture = null; | |
239 | Children = null; | |
240 | } | |
241 | } | |
242 | } |