using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Collections.Generic; namespace SemiColinGames { class Player { enum Facing { Left, Right }; enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping }; private const int moveSpeed = 180; private const int jumpSpeed = -600; private const int gravity = 2400; private Texture2D texture; private const int spriteSize = 48; private const int spriteWidth = 7; private Point position = new Point(64, 16); private int jumps = 0; private Facing facing = Facing.Right; private Pose pose = Pose.Jumping; private double swordSwingTime = 0; private double jumpTime = 0; private float ySpeed = 0; public Player(Texture2D texture) { this.texture = texture; } public Point Position { get { return position; } } private Rectangle Bbox(Point position) { return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26); } public void Update(GameTime time, History input, List collisionTargets) { Point oldPosition = position; Vector2 movement = HandleInput(time, input); position = new Point((int) (oldPosition.X + movement.X), (int) (oldPosition.Y + movement.Y)); Rectangle oldBbox = Bbox(oldPosition); Rectangle playerBbox = Bbox(position); bool standingOnGround = false; foreach (var rect in collisionTargets) { playerBbox = Bbox(position); // first we check for left-right collisions... if (playerBbox.Intersects(rect)) { if (oldBbox.Right <= rect.Left && playerBbox.Right > rect.Left) { position.X = rect.Left - spriteWidth; } if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) { position.X = rect.Right + spriteWidth; } 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; // TODO: set ySpeed = 0 here so that bonking our head actually reduces hangtime? } else { standingOnGround = true; int diff = playerBbox.Bottom - rect.Top; position.Y -= diff; } } else { playerBbox.Height += 1; if (playerBbox.Intersects(rect)) { standingOnGround = true; Debug.AddRect(rect, Color.Cyan); } else { Debug.AddRect(rect, Color.Green); } } } if (standingOnGround) { jumps = 1; ySpeed = 0; Debug.AddRect(playerBbox, Color.Red); } else { jumps = 0; Debug.AddRect(playerBbox, 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(GameTime time, History input) { Vector2 result = new Vector2(); result.X = (int) (input[0].Motion.X * moveSpeed * time.ElapsedGameTime.TotalSeconds); if (input[0].Jump && !input[1].Jump && jumps > 0) { jumpTime = 0.3; jumps--; ySpeed = jumpSpeed; } if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) { swordSwingTime = 0.3; } result.Y = ySpeed * (float) time.ElapsedGameTime.TotalSeconds; ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds; jumpTime -= time.ElapsedGameTime.TotalSeconds; swordSwingTime -= time.ElapsedGameTime.TotalSeconds; return result; } private int SpriteIndex(Pose pose, GameTime time) { int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4; if (frameNum == 3) { frameNum = 1; } switch (pose) { case Pose.Walking: return 6 + frameNum; case Pose.Stretching: return 18 + frameNum; case Pose.Jumping: if (jumpTime > 0.2) { return 15; } else if (jumpTime > 0.1) { return 16; } else { return 17; } case Pose.SwordSwing: if (swordSwingTime > 0.2) { return 30; } else if (swordSwingTime > 0.1) { return 31; } else { return 32; } case Pose.Crouching: return 25; case Pose.Standing: default: return 7; } } public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) { int index = SpriteIndex(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; Vector2 drawPos = new Vector2(position.X - camera.Left, position.Y); spriteBatch.Draw(texture, drawPos, textureSource, Color.White, 0f, spriteCenter, Vector2.One, effect, 0f); } } }