using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; namespace Jumpy { class Player { enum Facing { Left, Right }; enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping }; enum AirState { Jumping, Ground }; private Texture2D texture; private const int spriteSize = 48; private const int spriteWidth = 7; private const int bottomPadding = 1; private const int moveSpeed = 200; private const int jumpSpeed = 600; private const int gravity = 2000; private const int groundLevel = Camera.Height - spriteSize / 2 + bottomPadding - 32; private Point position = new Point(Camera.Width / 2, groundLevel); private Facing facing = Facing.Right; private Pose pose = Pose.Standing; private AirState airState = AirState.Ground; private double swordSwingTime = 0; private double jumpTime = 0; private double ySpeed = 0; public Player(Texture2D texture) { this.texture = texture; } // TODO: refactor input to have a virtual "which directions & buttons were being pressed" // instead of complicated if-statements in this function. public void Update( GameTime time, History gamePad, List collisionTargets) { UpdateFromGamePad(time, gamePad); Rectangle playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 9, spriteWidth * 2, 28); Debug.AddRect(playerBbox, Color.Red); foreach (var rect in collisionTargets) { if (playerBbox.Intersects(rect)) { Debug.AddRect(rect, Color.Yellow); } else { Debug.AddRect(rect, Color.Green); } } } void UpdateFromGamePad(GameTime time, History gamePad) { if (gamePad[0].IsButtonDown(Buttons.A) && airState == AirState.Ground) { pose = Pose.Jumping; airState = AirState.Jumping; jumpTime = 0.5; ySpeed = -jumpSpeed; return; } if (gamePad[0].IsButtonDown(Buttons.X) && gamePad[1].IsButtonUp(Buttons.X) && swordSwingTime <= 0) { pose = Pose.SwordSwing; swordSwingTime = 0.3; return; } Vector2 leftStick = gamePad[0].ThumbSticks.Left; if (gamePad[0].IsButtonDown(Buttons.DPadLeft) || leftStick.X < -0.5) { facing = Facing.Left; pose = Pose.Walking; position.X -= (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds); } else if (gamePad[0].IsButtonDown(Buttons.DPadRight) || leftStick.X > 0.5) { facing = Facing.Right; pose = Pose.Walking; position.X += (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds); } else if (gamePad[0].IsButtonDown(Buttons.DPadDown) || leftStick.Y < -0.5) { pose = Pose.Crouching; } else if (gamePad[0].IsButtonDown(Buttons.DPadUp) || leftStick.Y > 0.5) { pose = Pose.Stretching; } 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) { position.Y += (int) (ySpeed * time.ElapsedGameTime.TotalSeconds); ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds; if (position.Y > groundLevel) { position.Y = groundLevel; ySpeed = 0; airState = AirState.Ground; } } if (airState == AirState.Jumping && pose != Pose.SwordSwing) { pose = Pose.Jumping; } position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), Camera.Width - spriteWidth); } private Point 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); case Pose.Stretching: return new Point(spriteSize * frameNum, spriteSize * 2); case Pose.Jumping: if (jumpTime > 0.25) { return new Point(spriteSize * 6, spriteSize); } else if (jumpTime > 0) { return new Point(spriteSize * 7, spriteSize); } else { return new Point(spriteSize * 8, spriteSize); } case Pose.SwordSwing: if (swordSwingTime > 0.2) { return new Point(spriteSize * 3, spriteSize * 0); } else if (swordSwingTime > 0.1) { return new Point(spriteSize * 4, spriteSize * 0); } else { return new Point(spriteSize * 5, spriteSize * 0); } case Pose.Standing: default: return new Point(spriteSize * 7, 0); } } public void Draw(GameTime time, SpriteBatch spriteBatch) { Point source = spritePosition(pose, time); Rectangle textureSource = new Rectangle(source.X, source.Y, spriteSize, spriteSize); Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2); SpriteEffects effect = facing == Facing.Right ? SpriteEffects.FlipHorizontally : SpriteEffects.None; Vector2 drawPos = new Vector2(position.X, position.Y); spriteBatch.Draw(texture, drawPos, textureSource, Color.White, 0f, spriteCenter, Vector2.One, effect, 0f); } } }