Exemple #1
0
        public override void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.End(); // to get some crispy pixels <e're gonna call the spritebatch with new parameters
            spriteBatch.Begin(SpriteSortMode.Deferred,
                              BlendState.AlphaBlend,
                              SamplerState.PointClamp,
                              null, null, null, null);

            background.TopLeftDraw(spriteBatch, new Vector2(0, 0));

            CurrentSprite.DrawFromFeet(spriteBatch, PlayerPosition);
            foreach (Vector2 v in PizzaPositions)
            {
                pizza.DrawFromFeet(spriteBatch, v + new Vector2(0, pizza_height));
            }
            foreach (Tuple <Vector2, Vector2, Sprite> o in DisplayObjects)
            {
                o.Item3.DrawFromFeet(spriteBatch, o.Item1);
            }

            spriteBatch.End();
            spriteBatch.Begin();

            base.Draw(spriteBatch);
        }
Exemple #2
0
 public void AfterAllDetection()
 {
     if (CollidedList.Count > 0)
     {
         foreach (Entity one in CollidedList)
         {
             Intersection = Rectangle.Intersect(FutureBox, one.BoundBox);
             if (one.EntityCollision.FirstContact < min.EntityCollision.FirstContact)
             {
                 third = two;
                 two   = min;
                 min   = one;
             }
             one.EntityCollision.Response(this);
             CurrentSprite.CollisionResponse(true); //tint sprite
             one.Sprite.CollisionResponse(true);    //tint sprite
         }
         Intersection = Rectangle.Intersect(FutureBox, min.BoundBox);
         Response(min.EntityCollision);
         if (two != null && FutureBox.Intersects(two.BoundBox) && two != min)
         {
             Intersection = Rectangle.Intersect(FutureBox, two.BoundBox);
             Response(two.EntityCollision);
         }
         if (third != null && FutureBox.Intersects(third.BoundBox) && third != two && third != min)
         {
             Intersection = Rectangle.Intersect(FutureBox, third.BoundBox);
             Response(third.EntityCollision);
         }
         CollidedList.Clear();
     }
 }
        private async void ApplicationBarMenuItem_Texture(object sender, EventArgs e)
        {
            if (!IsSpriteSelected)
            {
                return;
            }

            var img = await ChoosePhotoAndInteropIsLoaded();

            if (img != null)
            {
                switch ((sender as ApplicationBarMenuItem).Text)
                {
                case "main texture":
                    CurrentSprite.SetMainTexture(img);
                    break;

                case "blend texture":
                    CurrentSprite.SetBlendTexture(img);
                    break;

                case "mask texture":
                    CurrentSprite.SetMaskTexture(img);
                    break;
                }
            }
        }
Exemple #4
0
        public override void Update(GameTime gameTime, World world, Player player)
        {
            if (!world.Bounds.Contains(Hurtbox))
            {
                ApplyForce(-2 * Vector2.Normalize(Hurtbox.Center.ToVector2() - world.Bounds.Center.ToVector2()));
            }
            else
            {
                foreach (PhysicalObject p in world.Stuff)
                {
                    Vector2 distance = FeetPosition - p.FeetPosition;
                    if (p != this && p is Bee && distance.Length() <= 50 && Velocity.Length() < 5)
                    {
                        //Console.WriteLine("collision between two bees");
                        if (distance.Length() <= 0.0001f)
                        {
                            distance = new Vector2(random.Next(0, 2) * 2 - 1, random.Next(0, 2) * 2 - 1);
                        }
                        Vector2 bounce = BeeBounceFactor * distance / (distance.Length() * distance.Length());
                        ApplyForce(bounce);
                        p.ApplyForce(-bounce);
                    }
                }
            }

            Velocity.Y *= AirFriction;
            CurrentSprite.UpdateFrame(gameTime);
            // mouvement brownien
            brownianVelocity += new Vector2((float)random.Next(-5, 5) / 200, (float)random.Next(-5, 5) / 200) - 0.002f * brownianPosition;
            brownianPosition += brownianVelocity;

            base.Update(gameTime, world, player);
        }
Exemple #5
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        internal override void OnDraw(GraphicInfoList graphic, float fadeTime)
        {
            //テクスチャが同じなら、変化なし
            if (this.CurrentSprite != null && this.CurrentSprite.GraphicInfo == graphic.Main)
            {
                return;
            }

            //フェードアウト中のスプライトは消す
            if (FadeOutSprite != null)
            {
                FadeOutSprite.FadeOut(0, true);
                FadeOutSprite = null;
            }

            if (CurrentSprite != null)
            {
                //既にスプライトがあるならフェードアウトさせる
                FadeOutSprite = CurrentSprite;
                ///表示順は手前にする
                FadeOutSprite.LocalOrderInLayer = FadeOutSprite.LocalOrderInLayer + 1;
                FadeOutSprite.FadeOut(fadeTime, true);

                //テクスチャからスプライト作成
                CurrentSprite = CreateSprite(graphic);
            }
            else
            {
                //新規スプライトがあるならフェードインさせる
                //テクスチャからスプライト作成
                CurrentSprite = CreateSprite(graphic);
                CurrentSprite.FadeIn(fadeTime);
            }
        }
        public void Draw(SpriteBatch sb)
        {
#if DEBUG
            hitboxTexture = new Texture2D(sb.GraphicsDevice, 1, 1); // à terme, rendre la texture de hitbox générale?
            hitboxTexture.SetData(new[] { Color.Red });
            sb.Draw(hitboxTexture, HitBox, Color.White * 0.5f);
#endif
            CurrentSprite.Draw(sb, HorizontalFlip);
        }
Exemple #7
0
 //フェードアウト処理
 internal override void OnFadeOut(float fadeTime)
 {
     CurrentSprite.FadeOut(fadeTime, true);
     if (FadeOutSprite)
     {
         FadeOutSprite.FadeOut(0, true);
         FadeOutSprite = null;
     }
 }
        internal void SetCurrentSprite(TKey spriteKey, bool restartAnim)
        {
            if (Locked)
            {
                return;
            }

            CurrentSpriteKey = spriteKey;

            CurrentSprite.StartAnimation();
        }
Exemple #9
0
        public void FlyUp()
        {
            CurrentSprite.Top  -= 10;
            CurrentSprite.Left += 30;

            var resolution = Screen.PrimaryScreen.Bounds.Size;

            if (CurrentSprite.Left < 0 || CurrentSprite.Left > resolution.Width || CurrentSprite.Top < 10 || CurrentSprite.Top > resolution.Width)
            {
                CurrentSprite.Dispose();
            }
        }
Exemple #10
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        public virtual void Update(GameTime gameTime)
        {
            CurrentSprite.SetBoundingBox();
            BoundingBox          = CurrentSprite.BoundingBox;
            CurrentSprite.Origin = new Vector2(CurrentSprite.width / 2, CurrentSprite.height / 2);

            if (Life <= 0)
            {
                Console.WriteLine("Mob die");
                Delete = true;
            }
        }
Exemple #11
0
    void UpdateSpriteRenderer()
    {
        if (CurrentSprite != null && CurrentSprite.uvs.Length > 0 && CurrentSprite.boundsData.Length > 1)
        {
            Sprite newSprite = null;
            if (spritesCache.ContainsKey(CurrentSprite) && (spritesCache[CurrentSprite] != null) && ((Sprite)spritesCache[CurrentSprite]) && Application.isPlaying)
            {
                newSprite = spritesCache[CurrentSprite] as Sprite;
            }
            else
            {
                Texture2D mainTexture = CurrentSprite.materialInst.mainTexture as Texture2D;

                Rect spriteRect = new Rect(mainTexture.width * CurrentSprite.uvs[0].x,
                                           mainTexture.height * CurrentSprite.uvs[0].y,
                                           CurrentSprite.boundsData[1].x,
                                           CurrentSprite.boundsData[1].y
                                           );

                Bounds  ub             = CurrentSprite.GetUntrimmedBounds();
                Bounds  tb             = CurrentSprite.GetBounds();
                float   shiftX         = ub.size.x * 0.5f - ub.center.x + tb.center.x - tb.size.x * 0.5f;
                float   shiftY         = ub.size.y * 0.5f - ub.center.y + tb.center.y - tb.size.y * 0.5f;
                Vector2 shift          = new Vector2(shiftX, shiftY);
                Vector2 anchorInPixels = new Vector2(AnchorPointVect2.x * ub.size.x, AnchorPointVect2.y * ub.size.y) - shift;
                Vector2 newAnchor      = new Vector2(anchorInPixels.x / tb.size.x, anchorInPixels.y / tb.size.y);

                newSprite = Sprite.Create(mainTexture, spriteRect, newAnchor, PixelsPerMeter, 0, SpriteMeshType.FullRect, Vector4.zero);
                spritesCache.Remove(CurrentSprite);
                spritesCache.Add(CurrentSprite, newSprite);
            }

            if (SpriteRenderer != null)
            {
                SpriteRenderer.sprite = newSprite;
            }

            /*
             *          if (UIImage != null)
             *          {
             *                  UIImage.sprite = newSprite;
             *          }
             */
        }
        else
        {
            SpriteRenderer.sprite = null;
        }
    }
        /// <summary>
        /// Finds a declaration (excluding methods) with the specified name
        /// </summary>
        /// <param name="name">The name of the declaration to search for.</param>
        /// <returns>The declaration with the specified name or null if not found.</returns>
        public IDeclaration GetDeclaration(string name)
        {
            // Project
            if (Project == null)
            {
                return(null);
            }

            IDeclaration superGlobalDeclaration = Project.GetDeclaration(name);

            if (superGlobalDeclaration != null)
            {
                return(superGlobalDeclaration);
            }

            // Sprite
            if (CurrentSprite == null)
            {
                return(null);
            }

            ITypedDeclaration globalDeclaration = CurrentSprite.GetDeclaration(name);

            if (globalDeclaration != null)
            {
                return(globalDeclaration);
            }

            // Methods
            if (CurrentScope == null)
            {
                return(null);
            }

            // Method params
            ParamDeclaration methodParam = (CurrentScope.Method as MethodDeclaration)?.FindParam(name);

            if (methodParam != null)
            {
                return(methodParam);
            }

            // Scoped variables
            return(CurrentScope.Search(name));
        }
Exemple #13
0
        public override void Update(GameTime gameTime, World world, Player player)
        {
            WindBox = new Rectangle((int)FeetPosition.X + (direction - 1) * 400, (int)FeetPosition.Y - 200, 800, 200);
            CurrentSprite.UpdateFrame(gameTime);
            foreach (PhysicalObject p in world.Stuff)
            {
                if (WindBox.Contains(p.Hurtbox.Center))
                {
                    p.ApplyForce(new Vector2(direction * 0.1f, 0));
                }
            }

            if (player.Hurtbox.Intersects(WindBox))
            {
                player.ApplyForce(new Vector2(direction * 4.2f, 0));
            }

            base.Update(gameTime, world, player);
        }
        public void Update(List <InputType> playerInputs, float deltaTime, List <ICollidable> levelActors)
        {
            CurrentSprite.Update(deltaTime);//avant ou après ApplyPhysics?
            //Movement = Vector2.Zero;
            //this.deltaTime = deltaTime; //qu'est ce qui est le mieux entre stocker le dT ou le passer de méthode en méthode?
            //if (playerInputs.Count > 0)
            //{
            //    SortAndExecuteInput(playerInputs);
            //}
            //CurrentPosition += Movement;
            //currentSprite.CurrentPosition = CurrentPosition;
            //currentSprite.Update(deltaTime);
            SortAndExecuteInput(playerInputs, deltaTime);

            ApplyPhysics(playerInputs, deltaTime, levelActors);

            CurrentSprite.CurrentPosition = Position;

            XMovement = 0;
        }
Exemple #15
0
        public virtual void Detection(GameTime gameTime, ICollision collideObject) //detect IF it will collide.
        {
            if (FutureBox.Intersects(collideObject.CurrentEntity.BoundBox) && !collideObject.CurrentEntity.Dead)
            {
                third = two;
                two   = min;
                collideObject.FirstContact = gameTime.ElapsedGameTime.Milliseconds;
                min = collideObject.CurrentEntity;
                CollidedList.Add(min);
                Intersection = Rectangle.Intersect(FutureBox, collideObject.CurrentSprite.BoundBox);
            }

            _elapsed += gameTime.ElapsedGameTime.Milliseconds;
            if (_elapsed >= Delay)//To show a black color for collision response.
            {
                CurrentSprite.CollisionResponse(false);
                collideObject.CurrentSprite.CollisionResponse(false);
                _elapsed = 0;
            }
        }
Exemple #16
0
 /// <summary>
 /// Override of Character Draw. Drawing a hero may need an offset due to attacking state.
 /// </summary>
 /// <param name="gameTime"></param>
 public override void Draw(GameTime gameTime)
 {
     if (this.State == CharacterState.Attacking)
     {
         SpriteContainer.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
         CurrentSprite.Draw(SpriteContainer, this.Position);
         SpriteContainer.End();
     }
     else if (this.State == CharacterState.Hit)
     {
         float pulsate = GetPulsingValue(gameTime);
         //float pulsate = (float)Math.Sin(gameTime.TotalGameTime.TotalSeconds * 6) + 1;
         SpriteContainer.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
         CurrentSprite.Draw(SpriteContainer, this.Position, Color.Red, pulsate);
         SpriteContainer.End();
     }
     else
     {
         base.Draw(gameTime);
     }
 }
Exemple #17
0
        public override void Update(GameTime gameTime)
        {
            movement_direction = 0;

            if (Input.keyboard.IsKeyDown(Keys.Left) && !Input.keyboard.IsKeyDown(Keys.Right))
            {
                movement_direction = -1;
            }
            else if (!Input.keyboard.IsKeyDown(Keys.Left) && Input.keyboard.IsKeyDown(Keys.Right))
            {
                movement_direction = 1;
            }

            if (PlayerPosition.Y >= GROUND_LEVEL) // ground or below ground
            {
                if (game_status == GameStatus.Win)
                {
                    CurrentSprite    = win;
                    PlayerPosition.Y = GROUND_LEVEL;
                    PlayerVelocity.Y = 0;
                    PlayerVelocity.X = 0;
                }
                else
                {
                    if (Input.keyboard.IsKeyDown(Keys.Up) || Input.keyboard.IsKeyDown(Keys.Z))
                    {
                        PlayerVelocity.Y = -35;
                        CurrentSprite    = jump;
                        jump_sound.Play();
                    }
                    else
                    {
                        PlayerPosition.Y = GROUND_LEVEL;
                        PlayerVelocity.Y = 0;
                        CurrentSprite    = idle;
                    }

                    if (movement_direction != 0)
                    {
                        CurrentSprite = walk;
                        int speed = 11;
                        // if(MiniGameManager.GetScore() > 9) speed = MiniGameManager.GetScore();
                        PlayerVelocity.X = movement_direction * speed;
                    }
                }
            }
            else
            {
                CurrentSprite     = jump;
                PlayerVelocity.Y += 2.9f; // gravity

                if (movement_direction != 0)
                {
                    PlayerVelocity.X = movement_direction * 5;
                }
            }

            if (movement_direction == 0)
            {
                PlayerVelocity.X *= 0.8f;
            }
            else
            {
                direction = movement_direction;
            }

            if (game_status == GameStatus.Pending)
            {
                player_hitbox = new Rectangle((int)PlayerPosition.X - 100, (int)PlayerPosition.Y - 300, 200, 300);
                Vector2 pizza_to_remove = Vector2.Zero;
                foreach (Vector2 v in PizzaPositions)
                {
                    if (player_hitbox.Contains(v))
                    {
                        PizzaPositions.Remove(v);
                        pizza_count++;
                        if (pizza_count == total_pizza_count)
                        {
                            Win();
                            yay.Play();
                        }
                        pizza_to_remove = v;
                        pizza_collected.Play();
                        break;
                    }
                }
                if (pizza_to_remove != Vector2.Zero)
                {
                    PizzaPositions.Remove(pizza_to_remove);
                }
            }
            else if (game_status == GameStatus.Lose)
            {
                if (PizzaPositions.Count > 0)
                {
                    foreach (Vector2 v in PizzaPositions)
                    {
                        DisplayObjects.Add(new Tuple <Vector2, Vector2, Sprite>(v, new Vector2(r.Next(-5, 5), -10), dark_pizza));
                    }
                    PizzaPositions.Clear();
                }
            }

            pizza_height = 10 * (float)Math.Cos(timer / 200);

            PlayerPosition         += PlayerVelocity;
            CurrentSprite.direction = direction;

            List <Tuple <Vector2, Vector2, Sprite> > // this is dirty I'm sorry if you're reading this
            UpdatedObjects = new List <Tuple <Vector2, Vector2, Sprite> >()
            {
            };

            foreach (Tuple <Vector2, Vector2, Sprite> o in DisplayObjects)
            {
                Vector2 NewPosition = o.Item1 + o.Item2;
                Vector2 NewVelocity = o.Item2 + new Vector2(0, 1); // Gravity
                Tuple <Vector2, Vector2, Sprite> UpdatedObject = new Tuple <Vector2, Vector2, Sprite>(NewPosition, NewVelocity, o.Item3);
                UpdatedObjects.Add(UpdatedObject);
            }
            DisplayObjects.Clear();
            DisplayObjects.AddRange(UpdatedObjects);

            CurrentSprite.UpdateFrame(gameTime);
            background.UpdateFrame(gameTime);
            base.Update(gameTime);
        }
Exemple #18
0
        public override void Update(GameTime gameTime)
        {
            switch (CurrentState)
            {
            case eState.idle:
                inMovement = false;
                if (util.getDistance(Position, Player.Position) < RadiusVisionLength &&
                    basicAI.CanSeePlayer)
                {
                    CurrentState = eState.walkTo;
                }
                break;

            case eState.walkTo:
                inMovement = true;
                if (util.getDistance(Position, spawnPosition) > 400)
                {
                    CurrentState = eState.comeBack;
                }
                else if (util.getDistance(Position, Player.Position) > 20)
                {
                    Vector2 pos       = TileMap.GetTilePosAt((int)Position.X, (int)Position.Y, 0);
                    Vector2 playerPos = TileMap.GetTilePosAt((int)Player.Position.X, (int)Player.Position.Y, 0);

                    float angle = util.getAngle(Player.Position, Position);
                    Direction = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));

                    if (util.getDistance(Position, Player.Position) > 200)
                    {
                        CurrentSpeed = SprintSpeed;
                    }
                    else
                    {
                        CurrentSpeed = Speed;
                    }

                    Position += Direction * CurrentSpeed;
                }
                else if (attackReady && CurrentSprite.count == 0)
                {
                    CurrentSprite       = AnimationList["attack"];
                    CurrentSprite.count = 0;
                    CurrentState        = eState.attack;
                }
                break;

            case eState.attack:
                inMovement   = true;
                attackTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
                Console.WriteLine("test");
                if (attackTimer > attackTime)
                {
                    attackTimer = 0;
                    Console.WriteLine("Attack");
                    CurrentSprite = AnimationList["walk"];
                    attackReady   = false;
                    CurrentState  = eState.walkTo;
                }
                break;

            case eState.comeBack:
                inMovement = true;
                if (!(Position.X > spawnPosition.X - 1 && Position.X < spawnPosition.X + 1) &&
                    !(Position.Y > spawnPosition.Y - 1 && Position.Y < spawnPosition.Y + 1))
                {
                    float angle = util.getAngle(spawnPosition, Position);
                    Direction  = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
                    Position  += Direction * Speed;
                    inMovement = true;
                }
                else
                {
                    CurrentSprite.count = 0;
                    CurrentState        = eState.idle;
                }
                break;

            default:
                break;
            }

            if (!attackReady)
            {
                attackCooldownTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;;
                if (attackCooldownTimer > attackCooldown)
                {
                    attackReady         = true;
                    attackCooldownTimer = 0;
                }
            }

            if (inMovement)
            {
                CurrentSprite.Update(gameTime);
            }

            for (int i = 0; i < SceneGameplay.enemieManager.lstEnemies.Count; i++)
            {
                Enemie friend = SceneGameplay.enemieManager.lstEnemies[i];
                if (util.getDistance(Position, friend.Position) < 100)
                {
                    if ((friend.CurrentState == Enemie.eState.attack ||
                         friend.CurrentState == Enemie.eState.walkTo) &&
                        (CurrentState == eState.idle) && friend != this && basicAI.CanSeePlayer)
                    {
                        Aggro();
                    }
                }
            }

            if (util.getDistance(Position, Player.Position) < MainGame.ScreenWidth)
            {
                basicAI.Update(gameTime);
            }

            base.Update(gameTime);
        }
Exemple #19
0
        public override void Update(GameTime gameTime, World world, Player player)
        {
            this.world = world;
            KeyboardState KbState = Keyboard.GetState();

            if (PreviousState == CurrentState)
            {
                state_frames += 1;
            }
            else
            {
                state_frames = 0;
            }
            PreviousState = CurrentState;

            switch (CurrentState)
            {
            case PlayerState.idle:
                /*if (KbState.IsKeyDown(Input.Left) && KbState.IsKeyUp(Input.Right))
                 * {
                 *  if (Velocity.X > -MaxSpeed)
                 *      ApplyForce(new Vector2(-2f, 0));
                 *  CurrentState = PlayerState.walk;
                 * } else if (KbState.IsKeyDown(Input.Right))
                 * {
                 *  if (Velocity.X < MaxSpeed)
                 *      ApplyForce(new Vector2(2f, 0));
                 *  CurrentState = PlayerState.walk;
                 * }*/
                if (!IsOnGround(world))
                {
                    CurrentState = PlayerState.jump;
                }
                else if (Input.direction != 0)
                {
                    CurrentState = PlayerState.walk;
                }
                else if (KbState.IsKeyDown(Input.Jump))
                {
                    ApplyForce(new Vector2(0, -15f));
                    SoundEffectPlayer.Play(jump, 1f, 0f);
                    if (Input.direction != 0)
                    {
                        PlayerDirection = Input.direction;
                    }
                    CurrentState = PlayerState.jump;
                }
                break;

            case PlayerState.walk:
                if (KbState.IsKeyDown(Input.Jump))
                {
                    // Velocity = 0;
                    if (Input.direction != 0)
                    {
                        PlayerDirection = Input.direction;
                    }
                    ApplyForce(new Vector2(0, -15f));
                    SoundEffectPlayer.Play(jump, 1f, 0f);
                    CurrentState = PlayerState.jump;
                }
                else if (!IsOnGround(world))
                {
                    CurrentState = PlayerState.jump;
                }
                else if (Input.direction != 0)     // player is inputing a direction (either left or right)
                {
                    PlayerDirection = Input.direction;
                    if (Math.Sign(Velocity.X) * Math.Sign(Input.direction) >= 0) // if inputed direction is the same as current movement direction
                    {
                        if (Velocity.X * Velocity.X < MaxSpeed * MaxSpeed)       // if norm of velocity below max speed
                        {
                            ApplyForce(new Vector2(Input.direction * 5f, 0));
                        }
                    }
                    else     // if player is inputing the direction against the current movement (brake)
                    {
                        ApplyForce(new Vector2(Input.direction * 5f, 0));
                    }
                }
                else
                {
                    CurrentState = PlayerState.idle;
                }
                break;

            case PlayerState.jump:
                if (Velocity.Y < 0 && Velocity.X != 0)
                {
                    PlayerDirection = Math.Sign(Velocity.X);                                        // raising
                }
                if (KbState.IsKeyDown(Input.Jump) && !prevKbState.IsKeyDown(Input.Jump))
                {
                    Velocity.Y = 0;
                    //if (Input.direction == 0)
                    SoundEffectPlayer.Play(jump, 1f, 0.5f);
                    ApplyForce(new Vector2(0, -15));
                    //else
                    //{
                    //  PlayerDirection = Input.direction;
                    //  ApplyForce(new Vector2(Input.direction * 50, -8));
                    //  }
                    CurrentState = PlayerState.doublejump;
                }
                else if (Input.direction != 0)     // player is inputing a direction (either left or right)
                {
                    if ((Velocity.X + Input.direction) * Math.Sign(Velocity.X) <= MaxSpeed)
                    {
                        ApplyForce(new Vector2(Input.direction * 5f, 0));
                    }
                }
                if (IsOnGround(world))
                {
                    CurrentState = PlayerState.idle;
                }
                break;

            case (PlayerState.doublejump):
            {
                if (Velocity.Y < 0 && Velocity.X != 0)
                {
                    PlayerDirection = Math.Sign(Velocity.X);                                            // raising
                }
                if (IsOnGround(world))
                {
                    CurrentState = PlayerState.idle;
                }
                else if (Input.direction != 0)         // player is inputing a direction (either left or right)
                {
                    if ((Velocity.X + Input.direction) * Math.Sign(Velocity.X) <= MaxSpeed)
                    {
                        ApplyForce(new Vector2(Input.direction * 5f, 0));
                    }
                }
                break;
            }

            case (PlayerState.flip):
            {
                if (CurrentSprite.isOver && state_frames > 200)
                {
                    world.NextLevel(this);        //do something like next level;
                    CurrentState = PlayerState.idle;
                }
                break;
            }
            }
            //
            // SPRITE DETERMINATION
            //
            PreviousSprite = CurrentSprite;
            switch (CurrentState)
            {
            case (PlayerState.idle):
            {
                if (Velocity.X * Velocity.X < 1)
                {
                    CurrentSprite = idle;
                }
                else
                {
                    CurrentSprite = brake;
                }
                break;
            }

            case (PlayerState.walk):
            {
                CurrentSprite = run;
                break;
            }

            case (PlayerState.jump):
            {
                if (Velocity.Y < -1)
                {
                    CurrentSprite = rise;
                }
                else if (Velocity.Y > 1)
                {
                    CurrentSprite = fall;
                }
                else
                {
                    CurrentSprite = top;
                }
                break;
            }

            case (PlayerState.doublejump):
            {
                if (Velocity.Y < 3)
                {
                    CurrentSprite = roll;
                }
                else
                {
                    CurrentSprite = fall;
                }
                break;
            }

            case (PlayerState.flip):
            {
                CurrentSprite = flip;
                break;
            }
            }

            /*if (Input.double_tap_waiting && IsOnGround(world) && CurrentSprite != slug_walk)
             * {
             *  CurrentSprite = slug_charge_attack;
             *  PlayerDirection = Input.direction;
             * }*/

            if (CurrentSprite != PreviousSprite)
            {
                CurrentSprite.ResetAnimation();
                //Console.WriteLine("Switched to sprite " + CurrentSprite.Texture.Name);
            }
            CurrentSprite.direction = PlayerDirection;
            CurrentSprite.UpdateFrame(gameTime);

            foreach (PhysicalObject o in world.Stuff)
            {
                if (o is Bee b)
                {
                    b.AttractFromPlayer(this);
                    if (Hurtbox.Intersects(b.Hurtbox))
                    {
                        //Console.WriteLine("collision between bee and player");
                        world.RemovedStuff.Add(b);
                        SoundEffectPlayer.Play(bee_collected, 0.08f, (float)(r.NextDouble() * 0.2));
                    }
                }
                // do something;
            }

            prevKbState = KbState;
            base.Update(gameTime, world, this);
        }
Exemple #20
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 public override void Draw(SpriteBatch spriteBatch)
 {
     CurrentSprite.DrawFromFeet(spriteBatch, FeetPosition + brownianPosition);
 }
Exemple #21
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 public virtual void Draw(SpriteBatch spriteBatch)
 {
     CurrentSprite.Position = Position;
     CurrentSprite.Draw(spriteBatch);
 }
Exemple #22
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 public virtual void Draw(SpriteBatch spriteBatch)
 {
     CurrentSprite.DrawFromFeet(spriteBatch, new Vector2(FeetPosition.X, FeetPosition.Y + 1));
 }
Exemple #23
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 /// <summary>
 /// Octorok Drawing rotates based on direction
 /// </summary>
 /// <param name="gameTime"></param>
 public override void Draw(GameTime gameTime)
 {
     SpriteContainer.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
     CurrentSprite.Draw(SpriteContainer, this.Position, this.ObjectDirection);
     SpriteContainer.End();
 }
Exemple #24
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 public override void Draw(SpriteBatch spriteBatch)
 {
     CurrentSprite.DrawFromFeet(spriteBatch, FeetPosition + new Vector2(0, 8));
     //base.Draw(spriteBatch);
 }
 public void Update(GameTime time)
 {
     CurrentSprite.Update(time);
 }