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@ -75,8 +75,6 @@ namespace SemiColinGames { |
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public class Player { |
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public class Player { |
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private readonly FSM<History<Input>> fsm; |
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private readonly FSM<History<Input>> fsm; |
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// TODO: get rid of Pose.
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private enum Pose { Walking, Standing, SwordSwing, Jumping }; |
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// Details of the sprite image.
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// Details of the sprite image.
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// player_1x is 48 x 48, yOffset=5, halfSize=(7, 14)
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// player_1x is 48 x 48, yOffset=5, halfSize=(7, 14)
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@ -95,7 +93,6 @@ namespace SemiColinGames { |
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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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// 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 Vector2 residual = Vector2.Zero; |
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private Pose pose = Pose.Jumping; |
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private float invincibilityTime = 0; |
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private float invincibilityTime = 0; |
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// For passing into Line.Rasterize() during movement updates.
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// For passing into Line.Rasterize() during movement updates.
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@ -224,11 +221,6 @@ namespace SemiColinGames { |
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} else if (inputMovement.X < 0) { |
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} else if (inputMovement.X < 0) { |
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Facing = -1; |
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Facing = -1; |
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} |
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} |
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if (inputMovement.X != 0) { |
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pose = Pose.Walking; |
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} else { |
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pose = Pose.Standing; |
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} |
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} |
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} |
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// Returns the desired (dx, dy) for the player to move this frame.
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// Returns the desired (dx, dy) for the player to move this frame.
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@ -238,24 +230,18 @@ namespace SemiColinGames { |
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return ((IPlayerState) fsm.State).Movement; |
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return ((IPlayerState) fsm.State).Movement; |
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} |
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} |
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private Rectangle GetTextureSource(Pose pose) { |
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private Rectangle GetTextureSource() { |
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double time = Clock.ModelTime.TotalSeconds; |
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double time = Clock.ModelTime.TotalSeconds; |
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switch (pose) { |
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case Pose.Walking: |
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case Pose.Jumping: |
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return Sprites.Ninja.GetTextureSource("run", time); |
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case Pose.SwordSwing: |
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// TODO: make a proper animation class & FSM-driven animations.
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//return Sprites.Ninja.GetTextureSource(
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// "attack_sword", 0.3 - swordSwingTime);
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case Pose.Standing: |
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default: |
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return Sprites.Ninja.GetTextureSource("idle", time); |
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IPlayerState state = (IPlayerState) fsm.State; |
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if (StandingOnGround && state.Movement.X == 0) { |
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return Sprites.Ninja.GetTextureSource("idle", time); |
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} else { |
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return Sprites.Ninja.GetTextureSource("run", time); |
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} |
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} |
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} |
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} |
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public void Draw(SpriteBatch spriteBatch) { |
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public void Draw(SpriteBatch spriteBatch) { |
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Rectangle textureSource = GetTextureSource(pose); |
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Rectangle textureSource = GetTextureSource(); |
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Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset); |
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Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset); |
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SpriteEffects effect = Facing == 1 ? |
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SpriteEffects effect = Facing == 1 ? |
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SpriteEffects.None : SpriteEffects.FlipHorizontally; |
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SpriteEffects.None : SpriteEffects.FlipHorizontally; |
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