using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
+using Microsoft.Xna.Framework.Audio;
namespace SuperPolarity
{
protected bool Shooting;
protected int ShotCooldown;
- public MainShip(Game newGame) : base(newGame) {}
+ 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()
{
{
base.Initialize(texture, position);
- MainShip.BlueColor = new Color(230, 244, 249);
- MainShip.RedColor = new Color(255, 234, 241);
+ MainShip.BlueColor = new Color(211, 230, 234);
+ MainShip.RedColor = new Color(235, 160, 185);
+
+ 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);
+ ActVelocity = 2.5f;
+
ShotCooldown = 50;
+ MaxImmortalTime = 1500;
+
+ BoxDimensions.X = 2;
+ BoxDimensions.Y = 2;
+ BoxDimensions.W = 2;
+ BoxDimensions.Z = 2;
+ InitBox();
BindInput();
}
protected void HandleShot(float value)
{
- Children.Add(ActorFactory.CreateBullet(Position, Angle));
+
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)
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)
particleEngine.EmitterLocation = Position;
particleEngine.Update();
ConstrainToEdges();
- Shooting = false;
+ UpdateImmortality(gameTime);
}
- public override void Move(GameTime gameTime)
+ public void UpdateImmortality(GameTime gameTime)
{
- base.Move(gameTime);
-
- if (Shooting)
+ if (Immortal)
{
- if (Velocity.X > ActVelocity)
- {
- Velocity.X = ActVelocity;
- }
+ CurrentImmortalTime += gameTime.ElapsedGameTime.Milliseconds;
- if (Velocity.X < -ActVelocity)
+ if (Flashing)
{
- Velocity.X = -ActVelocity;
+ Color = new Color(255, 255, 255, 128);
}
-
- if (Velocity.Y > ActVelocity)
+ else
{
- Velocity.Y = ActVelocity;
+ Color = Color.White;
}
- if (Velocity.Y < -ActVelocity)
+ Flashing = !Flashing;
+
+ if (CurrentImmortalTime > MaxImmortalTime)
{
- Velocity.Y = -ActVelocity;
+ 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)
{
}
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);
+ }
}
}