using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace SuperPolarity { static class ActorManager { static List Actors; static ActorManager() { Actors = new List(); } static public void CheckIn(Actor actor) { Actors.Add(actor); } static public void CheckOut(Actor actor) { Actors.Remove(actor); } static public void Update(GameTime gameTime) { CheckActors(); foreach (Actor actor in Actors) { actor.Update(gameTime); } } static public void Draw(SpriteBatch spriteBatch) { foreach (Actor actor in Actors) { actor.Draw(spriteBatch); } } static void CheckActors() { var i = 0; foreach (Actor actor in Actors) { i++; foreach (Actor other in Actors.Skip(i)) { CheckCollision(actor, other); if (actor.GetType().IsSubclassOf(typeof(Ship)) && other.GetType().IsSubclassOf(typeof(Ship))) { CheckMagnetism((Ship)actor, (Ship)other); } } } } static void CheckCollision(Actor actor, Actor other) { } static void CheckMagnetism(Ship actor, Ship other) { if (actor.CurrentPolarity != Ship.Polarity.Neutral && other.CurrentPolarity != Ship.Polarity.Neutral) { var dy = other.Position.Y - actor.Position.Y; var dx = other.Position.X - actor.Position.X; var linearDistance = Math.Sqrt(Math.Pow(dx, 2) + Math.Pow(dy, 2)); var angle = (float) Math.Atan2(dy, dx); if (linearDistance < actor.MagneticRadius || linearDistance < other.MagneticRadius) { actor.Magnetize(other, (float)linearDistance, angle); other.Magnetize(actor, (float)linearDistance, 90 - angle); } } } } }