using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Audio; namespace SuperPolarity { class MainShip : Ship { public static Color BlueColor; public static Color RedColor; ParticleEngine particleEngine; protected bool Shooting; protected int ShotCooldown; protected float CurrentImmortalTime; protected float MaxImmortalTime; protected bool Flashing; protected SoundEffect PolarityChange; protected SoundEffect ShootSound; protected SoundEffect Hit; public MainShip(SuperPolarity newGame) : base(newGame) {} ~MainShip() { particleEngine = null; } public override void Initialize(Texture2D texture, Vector2 position) { base.Initialize(texture, position); MainShip.BlueColor = new Color(0, 184, 229); MainShip.RedColor = new Color(201, 0, 68); PolarityChange = game.Content.Load("Sound\\polaritychange"); ShootSound = game.Content.Load("Sound\\bullet"); Hit = game.Content.Load("Sound\\hit"); InitParticleEngine(); SetPolarity(Polarity.Positive); ActVelocity = 2.5f; ShotCooldown = 50; MaxImmortalTime = 1500; BoxDimensions.X = 2; BoxDimensions.Y = 2; BoxDimensions.W = 2; BoxDimensions.Z = 2; InitBox(); BindInput(); } void InitParticleEngine() { particleEngine = ParticleEffectFactory.CreatePolarCircle(Position); } void BindInput() { InputController.Bind("moveX", HandleHorizontalMovement); InputController.Bind("moveY", HandleVerticalMovement); InputController.Bind("changePolarity", HandleChangePolarity); InputController.Bind("shoot", HandleShot); } protected void HandleShot(float value) { Shooting = true; Timer t = new Timer(new TimerCallback(UnlockShot)); t.Change(ShotCooldown, Timeout.Infinite); if (Children.Count > 10) { return; } var bullet = ActorFactory.CreateBullet(Position, Angle); Children.Add(bullet); bullet.Parent = this; ShootSound.Play(); } protected void UnlockShot(object state) { InputController.Unlock("shoot"); Shooting = false; } protected void HandleChangePolarity(float value) { SwitchPolarity(); } public void HandleHorizontalMovement(float value) { if (value >= -0.5 && value <= 0.5) { value = 0; } Velocity.X = value * MaxVelocity; } public void HandleVerticalMovement(float value) { if (value >= -0.5 && value <= 0.5) { value = 0; } Velocity.Y = value * MaxVelocity; } public override void SwitchPolarity() { base.SwitchPolarity(); SwitchParticleEngine(CurrentPolarity); PolarityChange.Play(); game.Player.ResetMultiplier(); } public override void SetPolarity(Polarity newPolarity) { base.SetPolarity(newPolarity); SwitchParticleEngine(newPolarity); } protected void SwitchParticleEngine(Polarity polarity) { if (polarity == Polarity.Positive) { particleEngine.Color = MainShip.RedColor; } else if (polarity == Polarity.Negative) { particleEngine.Color = MainShip.BlueColor; } else { particleEngine.Color = Color.Gray; } } public override void Update(GameTime gameTime) { base.Update(gameTime); particleEngine.EmitterLocation = Position; particleEngine.Update(); ConstrainToEdges(); UpdateImmortality(gameTime); } public void UpdateImmortality(GameTime gameTime) { if (Immortal) { CurrentImmortalTime += gameTime.ElapsedGameTime.Milliseconds; if (Flashing) { Color = new Color(255, 255, 255, 128); } else { Color = Color.White; } Flashing = !Flashing; if (CurrentImmortalTime > MaxImmortalTime) { Immortal = false; Color = Color.White; } } } public override void Move(GameTime gameTime) { var VelocityLimit = MaxVelocity; var SavedVelocity = new Vector2(Velocity.X, Velocity.Y); if (Shooting) { VelocityLimit = ActVelocity; } if (SavedVelocity.X > VelocityLimit) { SavedVelocity.X = VelocityLimit; } if (SavedVelocity.X < -VelocityLimit) { SavedVelocity.X = -VelocityLimit; } if (SavedVelocity.Y > VelocityLimit) { SavedVelocity.Y = VelocityLimit; } if (SavedVelocity.Y < -VelocityLimit) { SavedVelocity.Y = -VelocityLimit; } Position.X = Position.X + SavedVelocity.X; Position.Y = Position.Y + SavedVelocity.Y; } public override void Magnetize(Ship ship, float distance, float angle) { } protected void ConstrainToEdges() { if (Position.X < 0) { Position.X = 0; if (Velocity.X < 0) { Velocity.X = 0; } } if (Position.X > game.GraphicsDevice.Viewport.Width) { Position.X = game.GraphicsDevice.Viewport.Width; if (Velocity.X > 0) { Velocity.X = 0; } } if (Position.Y < 0) { Position.Y = 0; if (Velocity.Y < 0) { Velocity.Y = 0; } } if (Position.Y > game.GraphicsDevice.Viewport.Height) { Position.Y = game.GraphicsDevice.Viewport.Height; if (Velocity.Y < 0) { Velocity.Y = 0; } } } public override void Draw(SpriteBatch spriteBatch) { particleEngine.Draw(spriteBatch); base.Draw(spriteBatch); } public override void Collide(Actor other, Rectangle collision) { if (other.GetType().IsAssignableFrom(typeof(StandardShip)) && !Immortal) { Die(); } } protected override void Die() { game.Player.Lives = game.Player.Lives - 1; game.Player.ResetMultiplier(); if (game.Player.Lives < 0) { Dying = true; game.GameOver(); } else { Hit.Play(); Immortal = true; CurrentImmortalTime = 0; } } public override void CleanUp() { base.CleanUp(); particleEngine = null; InputController.Unbind("moveX", HandleHorizontalMovement); InputController.Unbind("moveY", HandleVerticalMovement); InputController.Unbind("changePolarity", HandleChangePolarity); InputController.Unbind("shoot", HandleShot); } } }