namespace SuperPolarity
{
- class MainShip
+ class MainShip : Ship
{
- public Texture2D PlayerTexture;
- public Vector2 Position;
- public Vector2 Origin;
- public bool Active;
- public int Lives;
- public int Multiplier;
- public int Score;
- public float Angle;
-
- // Physics Properties
- Vector2 Velocity;
- Vector2 Acceleration;
-
- float MaxVelocity;
- float AccelerationRate;
+
+ uint Multiplier;
+ uint Lives;
+ uint Score;
ParticleEngine particleEngine;
- public int Width
+ public override void Initialize(ContentManager Content, Texture2D texture, Vector2 position)
{
- get { return PlayerTexture.Width; }
- }
+ base.Initialize(Content, texture, position);
- public int Height
- {
- get { return PlayerTexture.Height; }
- }
-
- public void Initialize(ContentManager Content, Texture2D texture, Vector2 position)
- {
- PlayerTexture = texture;
- Position = position;
- Active = true;
Multiplier = 1;
Lives = 3;
Score = 0;
- Origin = new Vector2(PlayerTexture.Width / 2, PlayerTexture.Height / 2);
- Velocity = new Vector2(0, 0);
- Acceleration = new Vector2(0, 0);
-
- MaxVelocity = 5;
- AccelerationRate = 10;
-
List<Texture2D> texturesList = new List<Texture2D>();
texturesList.Add(Content.Load<Texture2D>("Graphics\\circle"));
texturesList.Add(Content.Load<Texture2D>("Graphics\\diamond"));
Acceleration.Y = value * AccelerationRate;
}
- public void AutoDeccelerate(GameTime gameTime)
+ public override void Update(GameTime gameTime)
{
- if (Acceleration.X == 0 && Velocity.X > 0) {
- if (AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds > Velocity.X)
- {
- Velocity.X = 0;
- Acceleration.X = 0;
- }
- else
- {
- Acceleration.X = -AccelerationRate;
- }
- }
-
- if (Acceleration.X == 0 && Velocity.X < 0)
- {
- if (-AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds < Velocity.X)
- {
- Velocity.X = 0;
- Acceleration.X = 0;
- }
- else
- {
- Acceleration.X = AccelerationRate;
- }
- }
-
- if (Acceleration.Y == 0 && Velocity.Y > 0)
- {
- if (AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds > Velocity.Y)
- {
- Velocity.Y = 0;
- Acceleration.Y = 0;
- }
- else
- {
- Acceleration.Y = -AccelerationRate;
- }
- }
-
- if (Acceleration.Y == 0 && Velocity.Y < 0)
- {
- if (-AccelerationRate * gameTime.ElapsedGameTime.TotalSeconds < Velocity.Y)
- {
- Velocity.Y = 0;
- Acceleration.Y = 0;
- }
- else
- {
- Acceleration.Y = AccelerationRate;
- }
- }
- }
-
- public void Update(GameTime gameTime)
- {
- Move(gameTime);
- ChangeAngle();
+ base.Update(gameTime);
particleEngine.EmitterLocation = Position;
particleEngine.Update();
}
- public void Move(GameTime gameTime)
- {
- AutoDeccelerate(gameTime);
-
- Velocity.X = Velocity.X + Acceleration.X * (float) gameTime.ElapsedGameTime.TotalSeconds;
- Velocity.Y = Velocity.Y + Acceleration.Y * (float) gameTime.ElapsedGameTime.TotalSeconds;
-
- if (Velocity.X > MaxVelocity)
- {
- Velocity.X = MaxVelocity;
- }
-
- if (Velocity.X < -MaxVelocity)
- {
- Velocity.X = -MaxVelocity;
- }
-
- if (Velocity.Y > MaxVelocity)
- {
- Velocity.Y = MaxVelocity;
- }
-
- if (Velocity.Y < -MaxVelocity)
- {
- Velocity.Y = -MaxVelocity;
- }
-
- Position.X = Position.X + Velocity.X;
- Position.Y = Position.Y + Velocity.Y;
- }
-
- public void ChangeAngle()
- {
- Angle = (float) Math.Atan2(Velocity.Y, Velocity.X);
- }
-
- public void Draw(SpriteBatch spriteBatch)
+ public override void Draw(SpriteBatch spriteBatch)
{
particleEngine.Draw(spriteBatch);
- spriteBatch.Draw(PlayerTexture, Position, null, Color.White, Angle, Origin, 1f, SpriteEffects.None, 0f);
+ base.Draw(spriteBatch);
}
}
}