Colin McMillen
5 years ago
3 changed files with 83 additions and 14 deletions
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using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework.Graphics; |
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using Microsoft.Xna.Framework.Input; |
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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 }; |
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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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// TODO: stop assuming 1920x1080.
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private Vector2 position = new Vector2(200, 1080 - spriteSize / 2); |
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private Facing facing = Facing.Right; |
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private Pose pose = Pose.Standing; |
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private Texture2D texture; |
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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 gamePadState) { |
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Vector2 leftStick = gamePadState.ThumbSticks.Left; |
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if (leftStick.X < -0.5) { |
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facing = Facing.Left; |
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pose = Pose.Walking; |
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position.X -= moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; |
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} else if (leftStick.X > 0.5) { |
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facing = Facing.Right; |
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pose = Pose.Walking; |
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position.X += moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; |
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} else if (leftStick.Y < -0.5) { |
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pose = Pose.Crouching; |
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} else if (leftStick.Y > 0.5) { |
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pose = Pose.Stretching; |
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} else { |
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pose = Pose.Standing; |
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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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private Point spritePosition(Pose pose, GameTime time) { |
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switch (pose) { |
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case Pose.Walking: |
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4; |
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if (frameNum == 3) { |
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frameNum = 1; |
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} |
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return new Point(spriteSize * frameNum + spriteSize * 6, 0); |
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case Pose.Crouching: |
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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.Standing: |
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default: |
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return new Point(spriteSize * 7, 0); |
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} |
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} |
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public void Draw(GameTime time, SpriteBatch spriteBatch) { |
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Point source = spritePosition(pose, time); |
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Rectangle textureSource = new Rectangle(source.X, source.Y, spriteSize, spriteSize); |
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2); |
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SpriteEffects effect = facing == Facing.Right ? |
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SpriteEffects.FlipHorizontally : SpriteEffects.None; |
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spriteBatch.Draw(texture, position, textureSource, Color.White, 0f, spriteCenter, |
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Vector2.One, effect, 0f); |
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} |
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} |
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} |
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