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@ -6,27 +6,41 @@ using System; |
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namespace Jumpy { |
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class Player { |
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enum Facing { Left, Right }; |
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing }; |
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping }; |
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enum AirState { Jumping, Ground }; |
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private const int spriteSize = 144; |
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private const int spriteWidth = 20; |
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private const int moveSpeed = 600; |
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private const int jumpSpeed = 1800; |
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private const int gravity = 6000; |
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private Texture2D texture; |
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// TODO: stop assuming 1920x1080.
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private Vector2 position = new Vector2(200, 1080 - spriteSize / 2); |
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private const int groundLevel = 1080 - spriteSize / 2; |
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private Vector2 position = new Vector2(200, groundLevel); |
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private Facing facing = Facing.Right; |
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private Pose pose = Pose.Standing; |
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private AirState airState = AirState.Ground; |
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private double swordSwingTime = 0; |
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private double jumpTime = 0; |
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private double ySpeed = 0; |
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public Player(Texture2D texture) { |
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this.texture = texture; |
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} |
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public void Update(GameTime gameTime, GamePadState gamePad) { |
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if (gamePad.Buttons.A == ButtonState.Pressed && airState == AirState.Ground) { |
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pose = Pose.Jumping; |
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airState = AirState.Jumping; |
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jumpTime = 0.5; |
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ySpeed = -jumpSpeed; |
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return; |
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} |
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if (gamePad.Buttons.X == ButtonState.Pressed && swordSwingTime <= 0) { |
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swordSwingTime = 0.3; |
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pose = Pose.SwordSwing; |
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swordSwingTime = 0.3; |
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return; |
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} |
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Vector2 leftStick = gamePad.ThumbSticks.Left; |
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@ -46,11 +60,27 @@ namespace Jumpy { |
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pose = Pose.Standing; |
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} |
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if (jumpTime > 0) { |
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jumpTime -= gameTime.ElapsedGameTime.TotalSeconds; |
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} |
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if (swordSwingTime > 0) { |
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swordSwingTime -= gameTime.ElapsedGameTime.TotalSeconds; |
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pose = Pose.SwordSwing; |
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} |
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if (airState == AirState.Jumping) { |
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position.Y += (float)(ySpeed * gameTime.ElapsedGameTime.TotalSeconds); |
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ySpeed += gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; |
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if (position.Y > groundLevel) { |
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position.Y = groundLevel; |
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ySpeed = 0; |
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airState = AirState.Ground; |
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} |
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} |
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if (airState == AirState.Jumping && pose != Pose.SwordSwing) { |
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pose = Pose.Jumping; |
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} |
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position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), 1920 - spriteWidth); |
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} |
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@ -66,6 +96,14 @@ namespace Jumpy { |
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return new Point(spriteSize * 7, spriteSize * 2); |
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case Pose.Stretching: |
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return new Point(spriteSize * 1, spriteSize * 2); |
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case Pose.Jumping: |
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if (jumpTime > 0.25) { |
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return new Point(spriteSize * 6, spriteSize); |
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} else if (jumpTime > 0) { |
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return new Point(spriteSize * 7, spriteSize); |
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} else { |
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return new Point(spriteSize * 8, spriteSize); |
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} |
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case Pose.SwordSwing: |
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if (swordSwingTime > 0.2) { |
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return new Point(spriteSize * 3, 0); |
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