245 lines
7.7 KiB
C#
245 lines
7.7 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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class Player {
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private enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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private const int moveSpeed = 180;
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private const int jumpSpeed = -600;
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private const int gravity = 1600;
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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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// Ninja_Female is 96 x 64, yOffset=1, halfSize=(11, 24)
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private const int spriteWidth = 96;
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private const int spriteHeight = 64;
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private const int spriteCenterYOffset = 1;
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// Details of the actual Player model.
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// Position is tracked at the Player's center. The Player's bounding box is a rectangle
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// centered at that point and extending out by halfSize.X and halfSize.Y.
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private Point position = new Point(64, 16 * 12);
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private Vector2 halfSize = new Vector2(11, 24);
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private Vector2 eyeOffsetStanding = new Vector2(7, -14);
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private Vector2 eyeOffsetWalking = new Vector2(15, -7);
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private int jumps = 0;
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private Pose pose = Pose.Jumping;
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private double swordSwingTime = 0;
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private int swordSwingNum = 0;
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private const int swordSwingMax = 6;
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private float ySpeed = 0;
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private double jumpTime = 0;
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public Player() {
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}
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public int Facing { get; private set; } = 1;
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public Point Position { get { return position; } }
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public void Update(float modelTime, History<Input> input, AABB[] collisionTargets) {
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AABB BoxOffset(Point position, int yOffset) {
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return new AABB(new Vector2(position.X, position.Y + yOffset), halfSize);
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}
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AABB Box(Point position) {
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return BoxOffset(position, 0);
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}
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Vector2 movement = HandleInput(modelTime, input);
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// Broad test: remove all collision targets nowhere near the player.
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// TODO: don't allocate a list here.
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var candidates = new List<AABB>();
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// Expand the box in the direction of movement. The center is the midpoint of the line
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// between the player's current position and their desired movement. The width increases by
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// the magnitude of the movement in each direction. We add 1 to each dimension just to be
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// sure (the only downside is a small number of false-positive AABBs, which should be
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// discarded by later tests anyhow.)
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AABB largeBox = new AABB(
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new Vector2(position.X + movement.X / 2, position.Y + movement.Y / 2),
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new Vector2(halfSize.X + Math.Abs(movement.X) + 1, halfSize.Y + Math.Abs(movement.Y) + 1));
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foreach (var box in collisionTargets) {
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if (box.Intersect(largeBox) != null) {
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Debug.AddRect(box, Color.Green);
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candidates.Add(box);
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}
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}
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Point[] movePoints = Line.Rasterize(0, 0, (int) movement.X, (int) movement.Y);
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for (int i = 1; i < movePoints.Length; i++) {
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int dx = movePoints[i].X - movePoints[i - 1].X;
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int dy = movePoints[i].Y - movePoints[i - 1].Y;
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if (dy != 0) {
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Point newPosition = new Point(position.X, position.Y + dy);
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AABB player = Box(newPosition);
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bool reject = false;
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foreach (var box in candidates) {
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if (box.Intersect(player) != null) {
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reject = true;
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break;
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}
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}
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if (!reject) {
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position = newPosition;
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}
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}
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if (dx != 0) {
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Point newPosition = new Point(position.X + dx, position.Y);
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AABB player = Box(newPosition);
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bool reject = false;
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foreach (var box in candidates) {
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if (box.Intersect(player) != null) {
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reject = true;
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break;
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}
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}
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if (!reject) {
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position = newPosition;
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}
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}
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}
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bool standingOnGround = false;
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AABB groundIntersect = BoxOffset(position, 1);
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foreach (var box in candidates) {
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if (groundIntersect.Intersect(box) != null) {
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standingOnGround = true;
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break;
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}
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}
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if (standingOnGround) {
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jumps = 1;
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ySpeed = -0.0001f;
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Debug.AddRect(Box(position), Color.Cyan);
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double jumpElapsed = Clock.ModelTime.TotalSeconds - jumpTime;
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if (jumpElapsed > 0.2) {
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Debug.WriteLine("jump time: " + jumpElapsed);
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}
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jumpTime = Clock.ModelTime.TotalSeconds;
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} else {
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jumps = 0;
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Debug.AddRect(Box(position), Color.Orange);
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}
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if (movement.X > 0) {
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Facing = 1;
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} else if (movement.X < 0) {
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Facing = -1;
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}
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if (swordSwingTime > 0) {
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pose = Pose.SwordSwing;
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} else if (jumps == 0) {
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pose = Pose.Jumping;
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} else if (movement.X != 0) {
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pose = Pose.Walking;
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} else if (input[0].Motion.Y > 0) {
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pose = Pose.Stretching;
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} else if (input[0].Motion.Y < 0) {
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pose = Pose.Crouching;
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} else {
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pose = Pose.Standing;
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}
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}
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public Vector2 EyePosition {
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get {
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bool walking = pose == Pose.Walking || pose == Pose.Jumping;
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Vector2 eyeOffset = walking ? eyeOffsetWalking : eyeOffsetStanding;
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return Vector2.Add(
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Position.ToVector2(), new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
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}
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}
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public float VisionRange {
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get {
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return 150;
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}
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}
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public float FieldOfView {
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get {
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return FMath.DegToRad(120);
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}
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}
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public Vector2 VisionRay {
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get {
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Vector2 ray = new Vector2(VisionRange * Facing, 0);
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if (pose == Pose.Stretching) {
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ray = ray.Rotate(Facing * FMath.DegToRad(-30));
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}
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if (pose == Pose.Crouching) {
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ray = ray.Rotate(Facing * FMath.DegToRad(30));
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}
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return ray;
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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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Vector2 HandleInput(float modelTime, History<Input> input) {
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Vector2 result = new Vector2() {
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X = (int) (input[0].Motion.X * moveSpeed * modelTime)
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};
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if (input[0].Jump && !input[1].Jump && jumps > 0) {
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jumps--;
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ySpeed = jumpSpeed;
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}
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if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
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swordSwingTime = 0.3;
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swordSwingNum = (swordSwingNum + 1) % swordSwingMax;
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}
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result.Y = ySpeed * modelTime;
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ySpeed += gravity * modelTime;
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swordSwingTime -= modelTime;
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return result;
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}
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private int SpriteIndex(Pose pose) {
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int frameNum = (int) Clock.ModelTime.TotalMilliseconds / 125 % 4;
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switch (pose) {
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case Pose.Walking:
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return 35 + frameNum;
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case Pose.Jumping:
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return 35 + frameNum;
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case Pose.SwordSwing:
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if (swordSwingTime > 0.2) {
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return 0 + swordSwingNum * 3;
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} else if (swordSwingTime > 0.1) {
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return 1 + swordSwingNum * 3;
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} else {
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return 2 + swordSwingNum * 3;
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}
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case Pose.Crouching:
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case Pose.Stretching:
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case Pose.Standing:
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default: {
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if (frameNum == 3) {
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frameNum = 1;
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}
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return 29 + frameNum;
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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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int index = SpriteIndex(pose);
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Rectangle textureSource = new Rectangle(index * spriteWidth, 0, spriteWidth, spriteHeight);
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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.FlipHorizontally : SpriteEffects.None;
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spriteBatch.Draw(Textures.Player.Get, position.ToVector2(), textureSource, Color.White, 0f,
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spriteCenter, Vector2.One, effect, 0f);
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}
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}
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}
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