X-Git-Url: https://git.r.bdr.sh/rbdr/super-polarity/blobdiff_plain/2af83e98005a14c439b360a5b9ac636f594d9f0c..4fc09567c557a1110180940cca40fd7144921026:/Super%20Polarity/Actors/Actor.cs diff --git a/Super Polarity/Actors/Actor.cs b/Super Polarity/Actors/Actor.cs deleted file mode 100644 index 4351bf2..0000000 --- a/Super Polarity/Actors/Actor.cs +++ /dev/null @@ -1,161 +0,0 @@ -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); - } - } -}