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refactor to use linear spritesheet

GitOrigin-RevId: 859e5868a7
master
Colin McMillen 4 years ago
parent
commit
755e65a1d6
  1. 47
      Jumpy.Shared/Player.cs

47
Jumpy.Shared/Player.cs

@ -1,4 +1,5 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
@ -29,19 +30,23 @@ namespace Jumpy {
this.texture = texture;
}
private Rectangle Bbox(Point position) {
return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
}
public void Update(
GameTime time, History<GamePadState> gamePad, List<Rectangle> collisionTargets) {
Point oldPosition = position;
AirState oldAirState = airState;
UpdateFromGamePad(time, gamePad);
Rectangle oldBbox = new Rectangle(oldPosition.X - spriteWidth, oldPosition.Y - 7, spriteWidth * 2, 26);
Rectangle playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
Rectangle oldBbox = Bbox(oldPosition);
Rectangle playerBbox = Bbox(position);
bool standingOnGround = false;
// TODO: implement https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
// e.g. http://members.chello.at/~easyfilter/bresenham.html
foreach (var rect in collisionTargets) {
playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
playerBbox = Bbox(position);
// first we check for left-right collisions...
if (playerBbox.Intersects(rect)) {
@ -51,14 +56,13 @@ namespace Jumpy {
if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
position.X = rect.Right + spriteWidth;
}
playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
playerBbox = Bbox(position);
}
// after fixing that, we check for hitting our head or hitting the ground.
if (playerBbox.Intersects(rect)) {
if (oldPosition.Y > position.Y) {
int diff = playerBbox.Top - rect.Bottom;
position.Y -= diff;
// ySpeed *= 0.9;
} else {
airState = AirState.Ground;
int diff = playerBbox.Bottom - rect.Top;
@ -91,9 +95,10 @@ namespace Jumpy {
Debug.AddRect(playerBbox, Color.Yellow);
}
}
// TODO: refactor input to have a virtual "which directions & buttons were being pressed"
// instead of complicated if-statements in this function.
// TODO: refactor to use a state-machine.
void UpdateFromGamePad(GameTime time, History<GamePadState> gamePad) {
if (gamePad[0].IsButtonDown(Buttons.A) && gamePad[1].IsButtonUp(Buttons.A) &&
airState == AirState.Ground) {
@ -147,44 +152,44 @@ namespace Jumpy {
position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), Camera.Width - spriteWidth);
}
private Point spritePosition(Pose pose, GameTime time) {
private int spritePosition(Pose pose, GameTime time) {
int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
if (frameNum == 3) {
frameNum = 1;
}
switch (pose) {
case Pose.Walking:
return new Point(spriteSize * frameNum + spriteSize * 6, 0);
case Pose.Crouching:
return new Point(spriteSize * 7, spriteSize * 2);
return 6 + frameNum;
case Pose.Stretching:
return new Point(spriteSize * frameNum, spriteSize * 2);
return 18 + frameNum;
case Pose.Jumping:
if (jumpTime > 0.25) {
return new Point(spriteSize * 6, spriteSize);
return 15;
} else if (jumpTime > 0) {
return new Point(spriteSize * 7, spriteSize);
return 16;
} else {
return new Point(spriteSize * 8, spriteSize);
return 17;
}
case Pose.SwordSwing:
if (swordSwingTime > 0.2) {
return new Point(spriteSize * 3, spriteSize * 0);
return 30;
} else if (swordSwingTime > 0.1) {
return new Point(spriteSize * 4, spriteSize * 0);
return 31;
} else {
return new Point(spriteSize * 5, spriteSize * 0);
return 32;
}
case Pose.Crouching:
return 25;
case Pose.Standing:
default:
return new Point(spriteSize * 7, 0);
return 7;
}
}
public void Draw(GameTime time, SpriteBatch spriteBatch) {
Point source = spritePosition(pose, time);
Rectangle textureSource = new Rectangle(source.X, source.Y, spriteSize, spriteSize);
// TODO: don't create so many "new" things that could be cached / precomputed.
int index = spritePosition(pose, time);
Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
SpriteEffects effect = facing == Facing.Right ?
SpriteEffects.FlipHorizontally : SpriteEffects.None;

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