]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - SuperPolarity/Actors/MainShip.cs
Update source to compile on VS Studio for mac
[rbdr/super-polarity] / SuperPolarity / Actors / MainShip.cs
index bf4f3bbcfc65100f0860707e823ec546ce6880d8..7eef0b7cb10fd2d0bd722bb9e9629eef8f9a4d02 100644 (file)
@@ -1,4 +1,4 @@
-using System;
+using System;
 using System.Collections.Generic;
 using System.Linq;
 using System.Text;
@@ -16,8 +16,6 @@ namespace SuperPolarity
         public static Color BlueColor;
         public static Color RedColor;
 
-        ParticleEngine particleEngine;
-
         protected bool Shooting;
         protected int ShotCooldown;
 
@@ -29,25 +27,52 @@ namespace SuperPolarity
         protected SoundEffect ShootSound;
         protected SoundEffect Hit;
 
+               // Aura stuff
+               protected Texture2D AuraPoint;
+               protected double AuraRadius;
+               protected double AuraAmplitude;
+               protected double AuraFrequency;
+               protected double AuraSubAmplitude;
+               protected double AuraWaveSize;
+               protected double AuraSubPhase;
+               protected double AuraSubFrequency;
+               public double[] EnemyModifications;
+               public double MaxEnemyModification;
+               public double EnemyModificationSpread;
+
         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(211, 230, 234);
+                       MainShip.BlueColor = new Color(71, 182, 226);
             MainShip.RedColor = new Color(235, 160, 185);
 
+                       AuraPoint = CreateCircle (2);
+
+                       AuraRadius = 75;
+                       AuraAmplitude = 7;
+                       AuraFrequency = 3;
+                       AuraSubAmplitude = 7;
+                       AuraWaveSize = 3;
+                       AuraSubPhase = 0;
+                       AuraSubFrequency = 9 * Math.PI / 180;
+                       MaxEnemyModification = 20;
+                       EnemyModificationSpread = 10;
+                       EnemyModifications = new double[360];
+                       for ( int i = 0; i < EnemyModifications.Length; i++ ) {
+                               EnemyModifications[i] = 0;
+                       }
+
             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;
@@ -64,11 +89,6 @@ namespace SuperPolarity
             BindInput();
         }
 
-        void InitParticleEngine()
-        {
-            particleEngine = ParticleEffectFactory.CreatePolarCircle(Position);
-        }
-
         void BindInput()
         {
             InputController.Bind("moveX", HandleHorizontalMovement);
@@ -131,42 +151,28 @@ namespace SuperPolarity
         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;
-            }
+            base.SetPolarity(newPolarity);;
         }
-
+                       
         public override void Update(GameTime gameTime)
         {
             base.Update(gameTime);
-            particleEngine.EmitterLocation = Position;
-            particleEngine.Update();
             ConstrainToEdges();
             UpdateImmortality(gameTime);
         }
 
+               public void ResetEnemyModification() {
+                       for ( int i = 0; i < EnemyModifications.Length; i++ ) {
+                               EnemyModifications[i] = 0;
+                       }
+               }
+
         public void UpdateImmortality(GameTime gameTime)
         {
             if (Immortal)
@@ -270,15 +276,135 @@ namespace SuperPolarity
             }
         }
 
-        public override void Draw(SpriteBatch spriteBatch)
+               public void UpdateEnemyModification(Ship enemy) {
+
+                       var dx = enemy.Position.X - Position.X;
+                       var dy = enemy.Position.Y - Position.Y;
+                       var angleInDegrees = ((360 + Math.Round (Math.Atan2 (dy, dx) * 180 / Math.PI)) % 360);
+
+                       for (var i = -EnemyModificationSpread; i < EnemyModificationSpread; i++) {
+                               var strength = MaxEnemyModification - Math.Abs (i * MaxEnemyModification / EnemyModificationSpread);
+
+                               var index = (int)((360 + angleInDegrees + i) % 360);
+
+                               if (enemy.CurrentPolarity == CurrentPolarity) {
+                                       EnemyModifications[index] -= strength;
+                               } else {
+                                       EnemyModifications[index] += strength;
+                               }
+
+                               if (EnemyModifications[index] > MaxEnemyModification) {
+                                       EnemyModifications[index] = MaxEnemyModification;
+                               }
+
+                               if (EnemyModifications[index] < -MaxEnemyModification) {
+                                       EnemyModifications[index] = -MaxEnemyModification;
+                               }
+                       }
+               }
+
+               public override void Draw(SpriteBatch spriteBatch)
         {
-            particleEngine.Draw(spriteBatch);
+                       DrawCircle (spriteBatch);
             base.Draw(spriteBatch);
+                       //spriteBatch.Draw(BoxTexture, Box, new Color(255, 0, 255, 25));
+        }
+
+               protected void DrawCircle(SpriteBatch spriteBatch) {
+
+                       var j = AuraWaveSize;
+                       var subWaveRadius = 0.0;
+                       var randomPosition = 0.0;
+
+                       for (var i = 0; i < 360; i++) {
+                               var angle = i * Math.PI / 180;
+
+                               if (j == AuraWaveSize) {
+                                       subWaveRadius = AuraSubAmplitude * Math.Sin (randomPosition + AuraSubPhase);
+                                       randomPosition -= (2 * Math.PI / 8);
+                                       j = 0;
+                               }
+                               j++;
+
+                               var radius = EnemyModifications[i] + subWaveRadius + AuraRadius + AuraAmplitude * Math.Sin (i / AuraFrequency);
+                               var x = Position.X + radius * Math.Cos (angle);
+                               var y = Position.Y + radius * Math.Sin (angle);
+
+                               x = Math.Round (x);
+                               y = Math.Round (y);
+                               var pointPosition = new Vector2 ((float)x, (float)y);
+
+                               if (CurrentPolarity == Polarity.Positive) {
+                                       spriteBatch.Draw (AuraPoint, pointPosition, RedColor);
+                               } else {
+                                       spriteBatch.Draw (AuraPoint, pointPosition, BlueColor);
+                               }
+                       }
+
+                       AuraSubPhase += AuraSubFrequency;
+
+                       /*         var r = 50;
+    var wave = 5;
+    var frequency = 1.4;
+    var randomFactor = 5;
+    var randomAreaSize = 4;
+    
+    var j = AuraWaveSize;
+    var rand = 0;
+    var randomPosition = 0;
+
+                       AuraSubPhase = 0;
+    
+    for (var i = 0; i < 360; i++) {
+        var rad = Math.radians(i);
+        if (j == AuraWaveSize) {
+            //rand = Math.random() * 2 * AuraSubAmplitude - AuraSubAmplitude;
+            rand = AuraSubAmplitude * Math.sin(AuraSubPhase + offset);
+            AuraSubPhase -= (2 * Math.PI / 8);
+            j = 0;
         }
+        j++;
+        var radius = polarityModifications[i] + rand + AuraRadius + AuraAmplitude * Math.sin(i / AuraFrequency);
+        var x = Position.x + radius * Math.cos(rad);
+        var y = Position.y + radius * Math.sin(rad);
+        x = Math.round(x);
+        y = Math.round(y);
+    
+    draw
+        //console.log(i, rad, x, y, dataStart);
+    });
+    
+    ctx.putImageData(imgData, 0, 0);*/
+               }
+
+               protected Texture2D CreateCircle(int radius)
+               {
+                       int outerRadius = radius * 2 + 2;
+                       Texture2D texture = new Texture2D (game.GraphicsDevice, outerRadius, outerRadius);
+
+                       Color[] data = new Color[outerRadius * outerRadius];
+
+                       for (int i = 0; i < data.Length; i++) {
+                               data [i] = Color.Transparent;
+                       }
+
+                       double angleStep = 1f / radius;
+
+                       for (double angle = 0; angle < Math.PI * 2; angle += angleStep)
+                       {
+                               int x = (int)Math.Round (radius + radius * Math.Cos (angle));
+                               int y = (int)Math.Round (radius + radius + Math.Sin (angle));
+
+                               data [y * outerRadius + x + 1] = Color.White;
+                       }
+
+                       texture.SetData (data);
+                       return texture;
+               }
 
         public override void Collide(Actor other, Rectangle collision)
         {
-            if (other.GetType().IsAssignableFrom(typeof(StandardShip)) &&
+          if (other.GetType().IsAssignableFrom(typeof(StandardShip)) &&
                             !Immortal)
             {
                 Die();
@@ -304,7 +430,6 @@ namespace SuperPolarity
         public override void CleanUp()
         {
             base.CleanUp();
-            particleEngine = null;
             InputController.Unbind("moveX", HandleHorizontalMovement);
             InputController.Unbind("moveY", HandleVerticalMovement);
             InputController.Unbind("changePolarity", HandleChangePolarity);