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refactor Player input/state handling to be less tangled

GitOrigin-RevId: 68bd79b722
master
Colin McMillen 4 years ago
parent
commit
459e43186a
  1. 114
      Shared/Player.cs

114
Shared/Player.cs

@ -1,29 +1,27 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
class Player {
enum Facing { Left, Right };
enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
enum AirState { Jumping, Ground, Falling };
private const int moveSpeed = 180;
private const int jumpSpeed = -600;
private const int gravity = 2400;
private Texture2D texture;
private const int spriteSize = 48;
private const int spriteWidth = 7;
private const int moveSpeed = 180;
private const int jumpSpeed = 600;
private const int gravity = 2400;
private Point position = new Point(64, 16);
private int jumps = 0;
private Facing facing = Facing.Right;
private Pose pose = Pose.Standing;
private AirState airState = AirState.Ground;
private Pose pose = Pose.Jumping;
private double swordSwingTime = 0;
private double jumpTime = 0;
private double ySpeed = 0;
private float ySpeed = 0;
public Player(Texture2D texture) {
this.texture = texture;
@ -37,8 +35,8 @@ namespace SemiColinGames {
public void Update(GameTime time, History<Input> input, List<Rectangle> collisionTargets) {
Point oldPosition = position;
AirState oldAirState = airState;
HandleInput(time, input);
Vector2 movement = HandleInput(time, input);
position = new Point((int) (oldPosition.X + movement.X), (int) (oldPosition.Y + movement.Y));
Rectangle oldBbox = Bbox(oldPosition);
Rectangle playerBbox = Bbox(position);
@ -63,7 +61,7 @@ namespace SemiColinGames {
int diff = playerBbox.Top - rect.Bottom;
position.Y -= diff;
} else {
airState = AirState.Ground;
standingOnGround = true;
int diff = playerBbox.Bottom - rect.Top;
position.Y -= diff;
}
@ -77,72 +75,55 @@ namespace SemiColinGames {
}
}
}
if (oldAirState != AirState.Ground && standingOnGround) {
airState = AirState.Ground;
ySpeed = 0.0;
}
if (airState == AirState.Ground && !standingOnGround) {
airState = AirState.Falling;
ySpeed = 0.0;
}
if (airState == AirState.Ground) {
if (standingOnGround) {
jumps = 1;
ySpeed = 0;
Debug.AddRect(playerBbox, Color.Red);
} else if (airState == AirState.Jumping) {
Debug.AddRect(playerBbox, Color.Orange);
} else {
Debug.AddRect(playerBbox, Color.Yellow);
}
}
void HandleInput(GameTime time, History<Input> input) {
if (input[0].Jump && !input[1].Jump && airState == AirState.Ground) {
pose = Pose.Jumping;
airState = AirState.Jumping;
jumpTime = 0.5;
ySpeed = -jumpSpeed;
return;
}
if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
pose = Pose.SwordSwing;
swordSwingTime = 0.3;
return;
jumps = 0;
Debug.AddRect(playerBbox, Color.Orange);
}
if (input[0].Motion.X < 0) {
facing = Facing.Left;
pose = Pose.Walking;
position.X -= (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds);
} else if (input[0].Motion.X > 0) {
if (movement.X > 0) {
facing = Facing.Right;
} else if (movement.X < 0) {
facing = Facing.Left;
}
if (swordSwingTime > 0) {
pose = Pose.SwordSwing;
} else if (jumps == 0) {
pose = Pose.Jumping;
} else if (movement.X != 0) {
pose = Pose.Walking;
position.X += (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds);
} else if (input[0].Motion.Y < 0) {
pose = Pose.Crouching;
} else if (input[0].Motion.Y > 0) {
pose = Pose.Stretching;
} else if (input[0].Motion.Y < 0) {
pose = Pose.Crouching;
} else {
pose = Pose.Standing;
}
if (jumpTime > 0) {
jumpTime -= time.ElapsedGameTime.TotalSeconds;
}
if (swordSwingTime > 0) {
swordSwingTime -= time.ElapsedGameTime.TotalSeconds;
pose = Pose.SwordSwing;
}
// Returns the desired (dx, dy) for the player to move this frame.
Vector2 HandleInput(GameTime time, History<Input> input) {
Vector2 result = new Vector2();
result.X = (int) (input[0].Motion.X * moveSpeed * time.ElapsedGameTime.TotalSeconds);
if (input[0].Jump && !input[1].Jump && jumps > 0) {
jumpTime = 0.3;
jumps--;
ySpeed = jumpSpeed;
}
if (airState == AirState.Jumping || airState == AirState.Falling) {
position.Y += (int) (ySpeed * time.ElapsedGameTime.TotalSeconds);
ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds;
}
if (airState == AirState.Jumping && pose != Pose.SwordSwing) {
pose = Pose.Jumping;
if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
swordSwingTime = 0.3;
}
position.X = Math.Max(position.X, 0 + spriteWidth);
result.Y = ySpeed * (float) time.ElapsedGameTime.TotalSeconds;
ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds;
jumpTime -= time.ElapsedGameTime.TotalSeconds;
swordSwingTime -= time.ElapsedGameTime.TotalSeconds;
return result;
}
private int SpriteIndex(Pose pose, GameTime time) {
@ -156,9 +137,9 @@ namespace SemiColinGames {
case Pose.Stretching:
return 18 + frameNum;
case Pose.Jumping:
if (jumpTime > 0.25) {
if (jumpTime > 0.2) {
return 15;
} else if (jumpTime > 0) {
} else if (jumpTime > 0.1) {
return 16;
} else {
return 17;
@ -181,6 +162,7 @@ namespace SemiColinGames {
public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
int index = SpriteIndex(pose, time);
Debug.Toast("" + index);
Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
SpriteEffects effect = facing == Facing.Right ?

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