parent
dfb80c9fde
commit
393e9d14b9
@ -21,8 +21,8 @@ namespace SemiColinGames {
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get => Matrix.CreateOrthographicOffCenter(Left, Left + Width, Height, 0, -1, 1);
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}
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public void Update(float modelTime, Point player, int worldWidth) {
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int diff = player.X - bbox.Center.X;
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public void Update(float modelTime, Vector2 player, int worldWidth) {
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float diff = player.X - bbox.Center.X;
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if (Math.Abs(diff) > 16) {
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bbox.Offset((int) (diff * 0.1), 0);
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}
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@ -22,18 +22,20 @@ namespace SemiColinGames {
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// Position is tracked at the Player's center. The Player's bounding box is a rectangle
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// centered at that point and extending out by halfSize.X and halfSize.Y.
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private Point position;
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private Vector2 position;
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private Vector2 halfSize = new Vector2(11, 24);
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// Fractional-pixel movement that was left over from a previous frame's movement.
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// Useful so that we can run at a slow time-step and still get non-zero motion.
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private Vector2 residual = Vector2.Zero;
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private int jumps = 0;
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private Pose pose = Pose.Jumping;
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private double swordSwingTime = 0;
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private int swordSwingNum = 0;
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private const int swordSwingMax = 6;
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private float ySpeed = 0;
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private float invincibilityTime = 0;
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public Player(Point position, int facing) {
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public Player(Vector2 position, int facing) {
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this.position = position;
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Facing = facing;
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Health = MaxHealth;
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@ -45,20 +47,22 @@ namespace SemiColinGames {
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public int Facing { get; private set; }
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public Point Position { get { return position; } }
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public Vector2 Position { get { return position; } }
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public void Update(float modelTime, World world, History<Input> input) {
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AABB BoxOffset(Point position, int yOffset) {
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AABB BoxOffset(Vector2 position, int yOffset) {
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return new AABB(new Vector2(position.X, position.Y + yOffset), halfSize);
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}
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AABB Box(Point position) {
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AABB Box(Vector2 position) {
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return BoxOffset(position, 0);
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}
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invincibilityTime -= modelTime;
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Vector2 movement = HandleInput(modelTime, input);
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Vector2 inputMovement = HandleInput(modelTime, input);
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Vector2 movement = Vector2.Add(residual, inputMovement);
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residual = new Vector2(movement.X - (int) movement.X, movement.Y - (int) movement.Y);
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// Broad test: remove all collision targets nowhere near the player.
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// TODO: don't allocate a list here.
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@ -69,8 +73,8 @@ namespace SemiColinGames {
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// sure (the only downside is a small number of false-positive AABBs, which should be
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// discarded by later tests anyhow.)
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AABB largeBox = new AABB(
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new Vector2(position.X + movement.X / 2, position.Y + movement.Y / 2),
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new Vector2(halfSize.X + Math.Abs(movement.X) + 1, halfSize.Y + Math.Abs(movement.Y) + 1));
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Vector2.Add(position, Vector2.Divide(movement, 2)),
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Vector2.Add(halfSize, new Vector2(Math.Abs(movement.X) + 1, Math.Abs(movement.Y) + 1)));
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foreach (var box in world.CollisionTargets) {
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if (box.Intersect(largeBox) != null) {
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// Debug.AddRect(box, Color.Green);
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@ -84,7 +88,7 @@ namespace SemiColinGames {
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int dx = movePoints[i].X - movePoints[i - 1].X;
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int dy = movePoints[i].Y - movePoints[i - 1].Y;
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if (dy != 0) {
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Point newPosition = new Point(position.X, position.Y + dy);
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Vector2 newPosition = new Vector2(position.X, position.Y + dy);
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AABB player = Box(newPosition);
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bool reject = false;
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foreach (var box in candidates) {
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@ -102,7 +106,7 @@ namespace SemiColinGames {
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}
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}
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if (dx != 0) {
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Point newPosition = new Point(position.X + dx, position.Y);
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Vector2 newPosition = new Vector2(position.X + dx, position.Y);
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AABB player = Box(newPosition);
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bool reject = false;
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foreach (var box in candidates) {
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@ -149,16 +153,16 @@ namespace SemiColinGames {
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invincibilityTime = 0.6f;
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}
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if (movement.X > 0) {
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if (inputMovement.X > 0) {
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Facing = 1;
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} else if (movement.X < 0) {
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} else if (inputMovement.X < 0) {
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Facing = -1;
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}
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if (swordSwingTime > 0) {
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pose = Pose.SwordSwing;
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} else if (jumps == 0) {
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pose = Pose.Jumping;
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} else if (movement.X != 0) {
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} else if (inputMovement.X != 0) {
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pose = Pose.Walking;
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} else if (input[0].Motion.Y > 0) {
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pose = Pose.Stretching;
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@ -172,7 +176,7 @@ namespace SemiColinGames {
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// Returns the desired (dx, dy) for the player to move this frame.
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Vector2 HandleInput(float modelTime, History<Input> input) {
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Vector2 result = new Vector2() {
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X = (int) (input[0].Motion.X * moveSpeed * modelTime)
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X = input[0].Motion.X * moveSpeed * modelTime
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};
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if (input[0].Jump && !input[1].Jump && jumps > 0) {
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@ -182,7 +186,7 @@ namespace SemiColinGames {
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if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
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swordSwingTime = 0.3;
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swordSwingNum = (swordSwingNum + 1) % swordSwingMax;
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swordSwingNum++;
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SoundEffects.SwordSwings[swordSwingNum % SoundEffects.SwordSwings.Length].Play();
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}
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@ -219,7 +223,7 @@ namespace SemiColinGames {
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if (invincibilityTime > 0 && invincibilityTime % 0.2f > 0.1f) {
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color = new Color(0.5f, 0.5f, 0.5f, 0.5f);
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}
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spriteBatch.Draw(Textures.Ninja.Get, position.ToVector2(), textureSource, color, 0f,
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spriteBatch.Draw(Textures.Ninja.Get, Vector2.Floor(position), textureSource, color, 0f,
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spriteCenter, Vector2.One, effect, 0f);
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}
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}
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@ -141,7 +141,7 @@ namespace SemiColinGames {
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int y = entity.SelectToken("y").Value<int>();
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int facing = entity.SelectToken("flippedX").Value<bool>() ? -1 : 1;
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if (name == "player") {
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player = new Player(new Point(x, y), facing);
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player = new Player(new Vector2(x, y), facing);
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} else if (name == "executioner") {
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npcs.Add(new NPC(new Vector2(x, y), facing));
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}
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