|
|
@ -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); |
|
|
|
} |
|
|
|
jumps = 0; |
|
|
|
Debug.AddRect(playerBbox, Color.Orange); |
|
|
|
} |
|
|
|
|
|
|
|
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 (movement.X > 0) { |
|
|
|
facing = Facing.Right; |
|
|
|
} else if (movement.X < 0) { |
|
|
|
facing = Facing.Left; |
|
|
|
} |
|
|
|
|
|
|
|
if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) { |
|
|
|
if (swordSwingTime > 0) { |
|
|
|
pose = Pose.SwordSwing; |
|
|
|
swordSwingTime = 0.3; |
|
|
|
return; |
|
|
|
} |
|
|
|
|
|
|
|
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) { |
|
|
|
facing = Facing.Right; |
|
|
|
} 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; |
|
|
|
} |
|
|
|
|
|
|
|
if (airState == AirState.Jumping || airState == AirState.Falling) { |
|
|
|
position.Y += (int) (ySpeed * time.ElapsedGameTime.TotalSeconds); |
|
|
|
ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds; |
|
|
|
// 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 && 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 ? |
|
|
|