]> git.r.bdr.sh - rbdr/super-polarity/blobdiff - Super Polarity/Actors/Actor.cs
Implements polarity system
[rbdr/super-polarity] / Super Polarity / Actors / Actor.cs
diff --git a/Super Polarity/Actors/Actor.cs b/Super Polarity/Actors/Actor.cs
new file mode 100644 (file)
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--- /dev/null
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+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Content;
+using Microsoft.Xna.Framework.Graphics;
+
+namespace SuperPolarity
+{
+    class Actor
+    {
+        protected Game game;
+
+        // Graphics / In-Game
+        protected Texture2D Texture;
+        protected Vector2 Origin;
+        public bool Active;
+
+        // Physical Properties
+        public Vector2 Position;
+        protected Vector2 Velocity;
+        protected Vector2 Acceleration;
+        protected float Angle;
+
+        // Constraints / Behavior
+        protected float MaxVelocity;
+        protected float AccelerationRate;
+
+        public int Width
+        {
+            get { return Texture.Width; }
+        }
+
+        public int Height
+        {
+            get { return Texture.Height; }
+        }
+
+        public Actor(Game newGame)
+        {
+            game = newGame;
+        }
+
+        public virtual void Initialize(Texture2D texture, Vector2 position)
+        {
+            Texture = texture;
+            Position = position;
+            Active = true;
+
+            Origin = new Vector2(Texture.Width / 2, Texture.Height / 2);
+            Velocity = new Vector2(0, 0);
+            Acceleration = new Vector2(0, 0);
+
+            MaxVelocity = 5;
+            AccelerationRate = 10;
+        }
+
+        public void AutoDeccelerate(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 virtual void Update(GameTime gameTime)
+        {
+            Move(gameTime);
+            ChangeAngle();
+        }
+
+        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 virtual void Draw(SpriteBatch spriteBatch)
+        {
+            spriteBatch.Draw(Texture, Position, null, Color.White, Angle, Origin, 1f, SpriteEffects.None, 0f);
+        }
+    }
+}