216 lines
7.7 KiB
C#
216 lines
7.7 KiB
C#
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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using System.Collections.Generic;
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namespace SemiColinGames {
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class Player {
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enum Facing { Left, Right };
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enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
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enum AirState { Jumping, Ground, Falling };
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private Texture2D texture;
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private const int spriteSize = 48;
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private const int spriteWidth = 7;
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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 = 2400;
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private Point position = new Point(64, 16);
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private Facing facing = Facing.Right;
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private Pose pose = Pose.Standing;
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private AirState airState = AirState.Ground;
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private double swordSwingTime = 0;
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private double jumpTime = 0;
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private double ySpeed = 0;
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public Player(Texture2D texture) {
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this.texture = texture;
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}
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public Point Position { get { return position; } }
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private Rectangle Bbox(Point position) {
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return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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}
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public void Update(
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GameTime time, History<GamePadState> gamePad, History<KeyboardState> keyboard,
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List<Rectangle> collisionTargets) {
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Point oldPosition = position;
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AirState oldAirState = airState;
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UpdateFromInput(time, gamePad, keyboard);
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Rectangle oldBbox = Bbox(oldPosition);
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Rectangle playerBbox = Bbox(position);
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bool standingOnGround = false;
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// TODO: implement https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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// e.g. http://members.chello.at/~easyfilter/bresenham.html
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// TODO: currently player doesn't fall through a gap one tile wide; presumably this will
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// be fixed by switching to a line-rasterization approach.
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foreach (var rect in collisionTargets) {
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playerBbox = Bbox(position);
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// first we check for left-right collisions...
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if (playerBbox.Intersects(rect)) {
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if (oldBbox.Right <= rect.Left && playerBbox.Right > rect.Left) {
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position.X = rect.Left - spriteWidth;
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}
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if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
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position.X = rect.Right + spriteWidth;
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}
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playerBbox = Bbox(position);
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}
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// after fixing that, we check for hitting our head or hitting the ground.
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if (playerBbox.Intersects(rect)) {
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if (oldPosition.Y > position.Y) {
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int diff = playerBbox.Top - rect.Bottom;
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position.Y -= diff;
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} else {
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airState = AirState.Ground;
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int diff = playerBbox.Bottom - rect.Top;
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position.Y -= diff;
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}
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} else {
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playerBbox.Height += 1;
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if (playerBbox.Intersects(rect)) {
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standingOnGround = true;
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Debug.AddRect(rect, Color.Cyan);
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} else {
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Debug.AddRect(rect, Color.Green);
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}
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}
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}
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if (oldAirState != AirState.Ground && standingOnGround) {
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airState = AirState.Ground;
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ySpeed = 0.0;
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}
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if (airState == AirState.Ground && !standingOnGround) {
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airState = AirState.Falling;
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ySpeed = 0.0;
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}
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if (airState == AirState.Ground) {
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Debug.AddRect(playerBbox, Color.Red);
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} else if (airState == AirState.Jumping) {
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Debug.AddRect(playerBbox, Color.Orange);
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} else {
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Debug.AddRect(playerBbox, Color.Yellow);
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}
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}
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// TODO: refactor input to have a virtual "which directions & buttons were being pressed"
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// instead of complicated if-statements in this function.
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// TODO: refactor to use a state-machine.
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void UpdateFromInput(
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GameTime time, History<GamePadState> gamePad, History<KeyboardState> keyboard) {
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if ((gamePad[0].IsButtonDown(Buttons.A) && gamePad[1].IsButtonUp(Buttons.A) ||
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keyboard[0].IsKeyDown(Keys.J) && keyboard[1].IsKeyUp(Keys.J)) &&
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airState == AirState.Ground) {
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pose = Pose.Jumping;
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airState = AirState.Jumping;
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jumpTime = 0.5;
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ySpeed = -jumpSpeed;
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return;
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}
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if ((gamePad[0].IsButtonDown(Buttons.X) && gamePad[1].IsButtonUp(Buttons.X) ||
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keyboard[0].IsKeyDown(Keys.K) && keyboard[1].IsKeyUp(Keys.K))
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&& swordSwingTime <= 0) {
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pose = Pose.SwordSwing;
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swordSwingTime = 0.3;
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return;
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}
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Vector2 leftStick = gamePad[0].ThumbSticks.Left;
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// TODO: have keyboard directions cancel each other out if mutually-incompatible keys are
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// held down?
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if (gamePad[0].IsButtonDown(Buttons.DPadLeft) || leftStick.X < -0.5 ||
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keyboard[0].IsKeyDown(Keys.A)) {
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facing = Facing.Left;
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pose = Pose.Walking;
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position.X -= (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds);
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} else if (gamePad[0].IsButtonDown(Buttons.DPadRight) || leftStick.X > 0.5 ||
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keyboard[0].IsKeyDown(Keys.D)) {
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facing = Facing.Right;
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pose = Pose.Walking;
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position.X += (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds);
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} else if (gamePad[0].IsButtonDown(Buttons.DPadDown) || leftStick.Y < -0.5 ||
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keyboard[0].IsKeyDown(Keys.S)) {
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pose = Pose.Crouching;
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} else if (gamePad[0].IsButtonDown(Buttons.DPadUp) || leftStick.Y > 0.5 ||
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keyboard[0].IsKeyDown(Keys.W)) {
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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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if (jumpTime > 0) {
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jumpTime -= time.ElapsedGameTime.TotalSeconds;
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}
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if (swordSwingTime > 0) {
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swordSwingTime -= time.ElapsedGameTime.TotalSeconds;
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pose = Pose.SwordSwing;
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}
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if (airState == AirState.Jumping || airState == AirState.Falling) {
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position.Y += (int) (ySpeed * time.ElapsedGameTime.TotalSeconds);
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ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds;
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}
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if (airState == AirState.Jumping && pose != Pose.SwordSwing) {
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pose = Pose.Jumping;
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}
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// TODO: also bound player position by the right edge of the World?
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position.X = Math.Max(position.X, 0 + spriteWidth);
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}
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private int spritePosition(Pose pose, GameTime time) {
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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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switch (pose) {
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case Pose.Walking:
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return 6 + frameNum;
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case Pose.Stretching:
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return 18 + frameNum;
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case Pose.Jumping:
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if (jumpTime > 0.25) {
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return 15;
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} else if (jumpTime > 0) {
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return 16;
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} else {
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return 17;
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}
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case Pose.SwordSwing:
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if (swordSwingTime > 0.2) {
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return 30;
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} else if (swordSwingTime > 0.1) {
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return 31;
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} else {
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return 32;
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}
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case Pose.Crouching:
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return 25;
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case Pose.Standing:
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default:
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return 7;
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}
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}
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public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
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// TODO: don't create so many "new" things that could be cached / precomputed.
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int index = spritePosition(pose, time);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, 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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Vector2 drawPos = new Vector2(position.X - camera.Left, position.Y);
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spriteBatch.Draw(texture, drawPos, 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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