X-Git-Url: https://git.r.bdr.sh/rbdr/super-polarity/blobdiff_plain/f8aec187ea7dc410a32996406109f290f3199ffa..38c7d3f9eb7d63937c6654ff5dd6046ce02dd59c:/Super%20Polarity/ActorManager.cs diff --git a/Super Polarity/ActorManager.cs b/Super Polarity/ActorManager.cs index bca7168..1b4ef96 100644 --- a/Super Polarity/ActorManager.cs +++ b/Super Polarity/ActorManager.cs @@ -9,10 +9,14 @@ namespace SuperPolarity { static class ActorManager { + + static Game Game; + static int OutlierBounds; static List Actors; static ActorManager() { + OutlierBounds = 100; Actors = new List(); } @@ -28,6 +32,8 @@ namespace SuperPolarity static public void Update(GameTime gameTime) { + CheckActors(); + CheckOutliers(); foreach (Actor actor in Actors) { actor.Update(gameTime); @@ -41,5 +47,65 @@ namespace SuperPolarity actor.Draw(spriteBatch); } } + + static void CheckActors() + { + var i = 0; + foreach (Actor actor in Actors) + { + i++; + foreach (Actor other in Actors.Skip(i)) + { + 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) + { + + } + + 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(Game game) + { + Game = game; + } } }