]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - Super Polarity/Actors/MainShip.cs
Protoshow sprint.
[rbdr/super-polarity] / Super Polarity / Actors / MainShip.cs
index 851c658da25de66ca25adc228c93980580eb1db0..9f28c80c5c51298888ceb095e59641cab87b0886 100644 (file)
@@ -2,44 +2,71 @@
 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
     {
-        
-        uint Multiplier;
-        uint Lives;
-        uint Score;
+
+        public static Color BlueColor;
+        public static Color RedColor;
+
         ParticleEngine particleEngine;
 
-        public MainShip(Game newGame) : base(newGame) {}
+        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<SoundEffect>("Sound\\polaritychange");
+            ShootSound = game.Content.Load<SoundEffect>("Sound\\bullet");
+            Hit = game.Content.Load<SoundEffect>("Sound\\hit");
+
             InitParticleEngine();
             SetPolarity(Polarity.Positive);
 
-            Multiplier = 1;
-            Lives = 3;
-            Score = 0;
+            ActVelocity = 2.5f;
+
+            ShotCooldown = 50;
+            MaxImmortalTime = 1500;
+
+            BoxDimensions.X = 2;
+            BoxDimensions.Y = 2;
+            BoxDimensions.W = 2;
+            BoxDimensions.Z = 2;
+            InitBox();
 
             BindInput();
         }
 
         void InitParticleEngine()
         {
-            List<Texture2D> texturesList = new List<Texture2D>();
-            texturesList.Add(game.Content.Load<Texture2D>("Graphics\\circle"));
-            texturesList.Add(game.Content.Load<Texture2D>("Graphics\\diamond"));
-            texturesList.Add(game.Content.Load<Texture2D>("Graphics\\star"));
-
-            particleEngine = new ParticleEngine(texturesList, Position);
+            particleEngine = ParticleEffectFactory.CreatePolarCircle(Position);
         }
 
         void BindInput()
@@ -47,6 +74,33 @@ namespace SuperPolarity
             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)
@@ -56,28 +110,30 @@ namespace SuperPolarity
 
         public void HandleHorizontalMovement(float value)
         {
-            Acceleration.X = value * AccelerationRate;
-
-            if (value > 0.1 && Velocity.X < 0 || value < 0.1 && Velocity.X > 0)
+            if (value >= -0.5 && value <= 0.5)
             {
-                Acceleration.X *= 2;
+                value = 0;
             }
 
-            if (value > 0.1 && Velocity.Y < 0 || value < 0.1 && Velocity.Y > 0)
-            {
-                Acceleration.Y *= 2;
-            }
+            Velocity.X = value * MaxVelocity;
         }
 
         public void HandleVerticalMovement(float value)
         {
-            Acceleration.Y = value * AccelerationRate;
+            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)
@@ -90,11 +146,11 @@ namespace SuperPolarity
         {
             if (polarity == Polarity.Positive)
             {
-                particleEngine.Color = Color.Red;
+                particleEngine.Color = MainShip.RedColor;
             }
             else if (polarity == Polarity.Negative)
             {
-                particleEngine.Color = Color.Blue;
+                particleEngine.Color = MainShip.BlueColor;
             }
             else
             {
@@ -108,6 +164,66 @@ namespace SuperPolarity
             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)
@@ -159,5 +275,40 @@ namespace SuperPolarity
             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);
+        }
     }
 }