X-Git-Url: https://git.r.bdr.sh/rbdr/super-polarity/blobdiff_plain/95d7601b7742ed560a9d8e00269217f62fc7ce32..2af83e98005a14c439b360a5b9ac636f594d9f0c:/Super%20Polarity/MainShip.cs diff --git a/Super Polarity/MainShip.cs b/Super Polarity/MainShip.cs deleted file mode 100644 index ac7a775..0000000 --- a/Super Polarity/MainShip.cs +++ /dev/null @@ -1,186 +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 MainShip - { - 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; - ParticleEngine particleEngine; - - public int Width - { - get { return PlayerTexture.Width; } - } - - 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 texturesList = new List(); - texturesList.Add(Content.Load("Graphics\\circle")); - texturesList.Add(Content.Load("Graphics\\diamond")); - texturesList.Add(Content.Load("Graphics\\star")); - - particleEngine = new ParticleEngine(texturesList, Position); - - BindInput(); - } - - void BindInput() - { - InputController.Bind("moveX", HandleHorizontalMovement); - InputController.Bind("moveY", HandleVerticalMovement); - } - - public void HandleHorizontalMovement(float value) - { - Acceleration.X = value * AccelerationRate; - } - - public void HandleVerticalMovement(float value) - { - Acceleration.Y = value * AccelerationRate; - } - - 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 void Update(GameTime gameTime) - { - Move(gameTime); - ChangeAngle(); - 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) - { - particleEngine.Draw(spriteBatch); - spriteBatch.Draw(PlayerTexture, Position, null, Color.White, Angle, Origin, 1f, SpriteEffects.None, 0f); - } - } -}