]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - Super Polarity/Actors/Ship.cs
Removes spaces.
[rbdr/super-polarity] / Super Polarity / Actors / Ship.cs
diff --git a/Super Polarity/Actors/Ship.cs b/Super Polarity/Actors/Ship.cs
deleted file mode 100644 (file)
index 229f639..0000000
+++ /dev/null
@@ -1,92 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Graphics;
-
-namespace SuperPolarity
-{
-    class Ship : Actor
-    {
-        public enum Polarity : byte { Negative, Positive, Neutral };
-
-        public Polarity CurrentPolarity;
-        public uint MagneticRadius;
-
-        public float FleeVelocity;
-        public float ActVelocity;
-        public float ChargeVelocity;
-        public int RepelRadius;
-
-        protected bool Magnetizing;
-
-        public Ship(SuperPolarity newGame) : base(newGame) {
-            MagneticRadius = 250;
-            RepelRadius = 100;
-
-            HP = 2;
-
-            FleeVelocity = 5;
-            ActVelocity = 1;
-            ChargeVelocity = 2.5f;
-            CurrentPolarity = Polarity.Neutral;
-            Magnetizing = false;
-        }
-
-        public virtual void SwitchPolarity()
-        {
-            if (CurrentPolarity == Polarity.Positive)
-            {
-                CurrentPolarity = Polarity.Negative;
-            }
-            else
-            {
-                CurrentPolarity = Polarity.Positive;
-            }
-        }
-
-        public virtual void SetPolarity(Polarity newPolarity)
-        {
-            CurrentPolarity = newPolarity;
-        }
-
-        public virtual void Shoot()
-        {
-        }
-
-        public override void Update(GameTime gameTime)
-        {
-            base.Update(gameTime);
-            Magnetizing = false;
-        }
-
-        public virtual void Magnetize(Ship ship, float distance, float angle)
-        {
-            Magnetizing = true;
-            Polarity polarity = ship.CurrentPolarity;
-
-            if (polarity != CurrentPolarity)
-            {
-                Attract(angle);
-            }
-            else
-            {
-                Repel(distance, angle);
-            }
-        }
-
-        protected void Attract(float angle)
-        {
-            Velocity.X = (float) (ChargeVelocity * Math.Cos(angle));
-            Velocity.Y = (float) (ChargeVelocity * Math.Sin(angle));
-        }
-
-        protected void Repel(float distance, float angle)
-        {
-            if (distance > RepelRadius) { Magnetizing = false; return; }
-            Velocity.X = -(float)(FleeVelocity * Math.Cos(angle));
-            Velocity.Y = -(float)(FleeVelocity * Math.Sin(angle));
-        }
-    }
-}