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CircloidShip.cs
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CircloidShip.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using FarseerPhysics.Common;
using FarseerPhysics.Collision.Shapes;
namespace Sputnik
{
class CircloidShip : Ship, Tractorable {
private bool m_tractored;
public bool IsTractored { get { return m_tractored; } set { m_tractored = value; } }
private Vector2 m_tractorTarget;
private bool m_fling = false;
private float m_flingTime = 0.0f;
public CircloidShip(GameEnvironment env, Vector2 pos, SpawnPoint sp)
: base(env, pos)
{
Initialize(sp);
env.circles.Add(this);
}
private void Initialize(SpawnPoint sp) {
shooter = new BulletEmitter(Environment, this, BulletEmitter.BulletStrength.Medium);
AddChild(shooter);
RelativeShooterPos = new Vector2(65.0f, -5.0f);
ai = m_originalAI = new AIController(sp, Environment);
LoadTexture(Environment.contentManager, "circloid");
Registration = new Vector2(117.0f, 101.0f);
CreateCollisionBody(Environment.CollisionWorld, BodyType.Dynamic, CollisionFlags.Default);
AddCollisionCircle(60.0f, Vector2.Zero);
CollisionBody.LinearDamping = 8.0f;
CollisionBody.IgnoreGravity = true; // The circloid will not be affected by its own black hole.
this.maxSpeed *= 1.25f;
this.health = this.MaxHealth = (int)(this.MaxHealth * 1.25);
}
public CircloidShip(GameEnvironment env, SpawnPoint sp)
: base(env, sp) {
Position = sp.Position;
Initialize(sp); // FIXME: Find a better way to get positions.
env.circles.Add(this);
}
public override void Update(float elapsedTime) {
if (m_fling) {
m_flingTime -= elapsedTime;
if (m_flingTime < 0.0f) {
m_fling = false;
IsTractored = false;
CollisionBody.LinearDamping = 8.0f;
}
} else if (IsTractored) {
const float moveSpeed = 1000.0f;
Vector2 dir = (m_tractorTarget - Position);
float distance = dir.Length();
if (distance < moveSpeed * elapsedTime) DesiredVelocity = dir * 60.0f;
else DesiredVelocity = Vector2.Normalize(dir) * moveSpeed;
}
// Thruster particle.
if (!IsTractored && DesiredVelocity.LengthSquared() > (maxSpeed / 6) * (maxSpeed / 6)) {
Matrix rotMatrix = Matrix.CreateRotationZ(Rotation);
ThrusterEffect().Trigger(Position + Vector2.Transform(new Vector2(-90.0f, 0.0f), rotMatrix));
}
base.Update(elapsedTime);
}
public override void Teleport(BlackHole blackhole, Vector2 destination, Vector2 exitVelocity) {
if (IsTractored && !m_fling) return;
base.Teleport(blackhole, destination, exitVelocity);
}
public override void Dispose() {
m_tractored = false;
base.Dispose();
}
public override bool ShouldCull() {
if (IsTractored) return false;
return base.ShouldCull();
}
public void Tractored(Ship shipTractoring)
{
tractoringShip = shipTractoring;
IsTractored = true;
m_fling = false;
ai.GotTractored(shipTractoring);
if (CollisionBody == null) return;
// Give a random amount of angular impulse for cool unstable rotating!
CollisionBody.ApplyAngularImpulse(CollisionBody.Mass * RandomUtil.NextFloat(-5.0f, 5.0f));
}
public void TractorReleased()
{
m_fling = true;
m_flingTime = 1.0f;
if (CollisionBody == null) return;
CollisionBody.LinearDamping = 0.0f;
CollisionBody.ApplyAngularImpulse(CollisionBody.Mass * RandomUtil.NextFloat(-5.0f, 5.0f));
}
public void UpdateTractor(Vector2 targetPosition) {
m_tractorTarget = targetPosition;
}
public override void OnCull()
{
Environment.circles.Remove(this);
base.OnCull();
}
public override void OnCollide(Entity entB, FarseerPhysics.Dynamics.Contacts.Contact contact)
{
if (entB is Bullet && attachedShip == null)
{
//Horrible Casting makes me sad.
foreach (CircloidShip c in Environment.circles)
{
if(c != this)
c.ai.GotShotBy(this, (GameEntity)((Bullet)entB).owner);
}
}
base.OnCollide(entB, contact);
}
}
}