+++ /dev/null
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Graphics;
-
-namespace SuperPolarity
-{
- static class ActorManager
- {
-
- static SuperPolarity Game;
- static int OutlierBounds;
- static IList<Actor> Actors;
-
- static ActorManager()
- {
- OutlierBounds = 100;
- Actors = new List<Actor>();
- }
-
- static public void CheckIn(Actor actor)
- {
- Actors.Add(actor);
- }
-
- static public void CheckOut(Actor actor)
- {
- Actors.Remove(actor);
- }
-
- static public void Update(GameTime gameTime)
- {
- CheckActors();
- CheckOutliers();
- foreach (Actor actor in Actors)
- {
- actor.Update(gameTime);
- }
- }
-
- static public void Draw(SpriteBatch spriteBatch)
- {
- foreach (Actor actor in Actors)
- {
- actor.Draw(spriteBatch);
- }
- }
-
- static void CheckActors()
- {
- for (var i = Actors.Count - 1; i >= 0; i--)
- {
- if (i >= Actors.Count) {
- i = Actors.Count - 1;
- }
- Actor actor = Actors[i];
- for (var j = i - 1; j >= 0; j--)
- {
- Actor other = Actors[j];
-
- CheckCollision(actor, other);
-
- if (actor.GetType().IsSubclassOf(typeof(Ship)) && other.GetType().IsSubclassOf(typeof(Ship)))
- {
- CheckMagnetism((Ship)actor, (Ship)other);
- }
- }
- }
- }
-
- static void CheckCollision(Actor actor, Actor other)
- {
- var collision = Rectangle.Intersect(actor.Box, other.Box);
- var inverseCollision = Rectangle.Intersect(other.Box, actor.Box);
- if (!collision.IsEmpty && !actor.Dying && !other.Dying)
- {
- actor.Collide(other, collision);
- other.Collide(actor, inverseCollision);
- }
-
- }
-
- static void CheckMagnetism(Ship actor, Ship other)
- {
- if (actor.CurrentPolarity != Ship.Polarity.Neutral && other.CurrentPolarity != Ship.Polarity.Neutral)
- {
- var dy = other.Position.Y - actor.Position.Y;
- var dx = other.Position.X - actor.Position.X;
- var linearDistance = Math.Sqrt(Math.Pow(dx, 2) + Math.Pow(dy, 2));
- var angle = (float) Math.Atan2(dy, dx);
- var otherAngle = (float)Math.Atan2(-dy, -dx);
-
- if (linearDistance < actor.MagneticRadius || linearDistance < other.MagneticRadius)
- {
- actor.Magnetize(other, (float)linearDistance, angle);
- other.Magnetize(actor, (float)linearDistance, otherAngle);
- }
- }
- }
-
- static void CheckOutliers()
- {
- for (var i = Actors.Count; i > 0; i--)
- {
- var actor = Actors[i-1];
- if (actor.Position.X < -OutlierBounds || actor.Position.Y < -OutlierBounds ||
- actor.Position.X > Game.GraphicsDevice.Viewport.Width + OutlierBounds ||
- actor.Position.Y > Game.GraphicsDevice.Viewport.Height + OutlierBounds)
- {
- CheckOut(actor);
- }
- }
- }
-
- internal static void SetGame(SuperPolarity game)
- {
- Game = game;
- }
- }
-}