using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; namespace SemiColinGames { class Player { // The player's Facing corresponds to the x-direction that they're looking. enum Facing { Left = -1, Right = 1 }; enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping }; private const int moveSpeed = 180; private const int jumpSpeed = -600; private const int gravity = 2400; // Details of the sprite image. // player_1x is 48 x 48, yOffset=5, halfSize=(7, 14) // Ninja_Female is 96 x 64, yOffset=1, halfSize=(11, 24) private const int spriteWidth = 96; private const int spriteHeight = 64; private const int spriteCenterYOffset = 1; private readonly Texture2D texture; // Details of the actual Player model. // Position is tracked at the Player's center. The Player's bounding box is a rectangle // centered at that point and extending out by halfSize.X and halfSize.Y. private Point position = new Point(64, 16 * 13); private Vector2 halfSize = new Vector2(11, 24); private int jumps = 0; private Facing facing = Facing.Right; private Pose pose = Pose.Jumping; private double swordSwingTime = 0; private int swordSwingNum = 0; private int swordSwingMax = 6; private float ySpeed = 0; public Player(Texture2D texture) { this.texture = texture; } public Point Position { get { return position; } } public void Update(float modelTime, History input, AABB[] collisionTargets) { AABB BoxOffset(Point position, int yOffset) { return new AABB(new Vector2(position.X, position.Y + yOffset), halfSize); } AABB Box(Point position) { return BoxOffset(position, 0); } Vector2 movement = HandleInput(modelTime, input); // Broad test: remove all collision targets nowhere near the player. // TODO: don't allocate a list here. var candidates = new List(); // Expand the box in the direction of movement. The center is the midpoint of the line // between the player's current position and their desired movement. The width increases by // the magnitude of the movement in each direction. We add 1 to each dimension just to be // sure (the only downside is a small number of false-positive AABBs, which should be // discarded by later tests anyhow.) AABB largeBox = new AABB( new Vector2(position.X + movement.X / 2, position.Y + movement.Y / 2), new Vector2(halfSize.X + Math.Abs(movement.X) + 1, halfSize.Y + Math.Abs(movement.Y) + 1)); foreach (var box in collisionTargets) { if (box.Intersect(largeBox) != null) { Debug.AddRect(box, Color.Green); candidates.Add(box); } } Point[] movePoints = Line.Rasterize(0, 0, (int) movement.X, (int) movement.Y); for (int i = 1; i < movePoints.Length; i++) { int dx = movePoints[i].X - movePoints[i - 1].X; int dy = movePoints[i].Y - movePoints[i - 1].Y; if (dy != 0) { Point newPosition = new Point(position.X, position.Y + dy); AABB player = Box(newPosition); bool reject = false; foreach (var box in candidates) { if (box.Intersect(player) != null) { reject = true; break; } } if (!reject) { position = newPosition; } } if (dx != 0) { Point newPosition = new Point(position.X + dx, position.Y); AABB player = Box(newPosition); bool reject = false; foreach (var box in candidates) { if (box.Intersect(player) != null) { reject = true; break; } } if (!reject) { position = newPosition; } } } bool standingOnGround = false; AABB groundIntersect = BoxOffset(position, 1); foreach (var box in candidates) { if (groundIntersect.Intersect(box) != null) { standingOnGround = true; break; } } if (standingOnGround) { jumps = 1; ySpeed = -0.0001f; Debug.AddRect(Box(position), Color.Cyan); } else { jumps = 0; Debug.AddRect(Box(position), Color.Orange); } 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; } else if (input[0].Motion.Y > 0) { pose = Pose.Stretching; } else if (input[0].Motion.Y < 0) { pose = Pose.Crouching; } else { pose = Pose.Standing; } } // Returns the desired (dx, dy) for the player to move this frame. Vector2 HandleInput(float modelTime, History input) { Vector2 result = new Vector2() { X = (int) (input[0].Motion.X * moveSpeed * modelTime) }; if (input[0].Jump && !input[1].Jump && jumps > 0) { jumps--; ySpeed = jumpSpeed; } if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) { swordSwingTime = 0.3; swordSwingNum = (swordSwingNum + 1) % swordSwingMax; } result.Y = ySpeed * modelTime; ySpeed += gravity * modelTime; swordSwingTime -= modelTime; return result; } private int SpriteIndex(Pose pose) { int frameNum = (int) Clock.ModelTime.TotalMilliseconds / 125 % 4; if (frameNum == 3 && pose == Pose.Standing) { frameNum = 1; } switch (pose) { case Pose.Walking: return 35 + frameNum; case Pose.Jumping: return 35 + frameNum; case Pose.Stretching: return (int) Clock.ModelTime.TotalMilliseconds / 125 % 2; case Pose.SwordSwing: if (swordSwingTime > 0.2) { return 0 + swordSwingNum * 3; } else if (swordSwingTime > 0.1) { return 1 + swordSwingNum * 3; } else { return 2 + swordSwingNum * 3; } case Pose.Crouching: return 26; case Pose.Standing: default: return 29 + frameNum; } } public void Draw(SpriteBatch spriteBatch, Camera camera) { int index = SpriteIndex(pose); Rectangle textureSource = new Rectangle(index * spriteWidth, 0, spriteWidth, spriteHeight); Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset); SpriteEffects effect = facing == Facing.Right ? SpriteEffects.FlipHorizontally : SpriteEffects.None; Vector2 drawPos = new Vector2(position.X - camera.Left, position.Y); spriteBatch.Draw(texture, drawPos, textureSource, Color.White, 0f, spriteCenter, Vector2.One, effect, 0f); } } }