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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace SuperPolarity
{
class Ship : GameActor
{
public enum Polarity : byte { Negative, Positive, Neutral };
public Polarity CurrentPolarity;
public uint MagneticRadius;
public float FleeVelocity;
public float ActVelocity;
public float ChargeVelocity;
public int RepelRadius;
protected bool Magnetizing;
public Ship(SuperPolarity newGame) : base(newGame) {
MagneticRadius = 250;
RepelRadius = 100;
HP = 2;
FleeVelocity = 5;
ActVelocity = 1;
ChargeVelocity = 2.5f;
CurrentPolarity = Polarity.Neutral;
Magnetizing = false;
}
public virtual void SwitchPolarity()
{
if (CurrentPolarity == Polarity.Positive)
{
CurrentPolarity = Polarity.Negative;
}
else
{
CurrentPolarity = Polarity.Positive;
}
}
public virtual void SetPolarity(Polarity newPolarity)
{
CurrentPolarity = newPolarity;
}
public virtual void Shoot()
{
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
Magnetizing = false;
}
public virtual void Magnetize(Ship ship, float distance, float angle)
{
Magnetizing = true;
Polarity polarity = ship.CurrentPolarity;
if (polarity != CurrentPolarity)
{
Attract(angle);
}
else
{
Repel(distance, angle);
}
}
protected void Attract(float angle)
{
Velocity.X = (float) (ChargeVelocity * Math.Cos(angle));
Velocity.Y = (float) (ChargeVelocity * Math.Sin(angle));
}
protected void Repel(float distance, float angle)
{
if (distance > RepelRadius) { Magnetizing = false; return; }
Velocity.X = -(float)(FleeVelocity * Math.Cos(angle));
Velocity.Y = -(float)(FleeVelocity * Math.Sin(angle));
}
}
}
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