public virtual void Draw(SpriteBatch sB, Vector2 displacement, ManagerHelper mH, Color alpha) { sB.Draw(texture, (CameraManager.Transform(position, displacement) + origin), frame, alpha, rotation, origin, scale, SpriteEffects.None, 0); }
public override void Update(ManagerHelper mH) { //Check health if (ProjectileCheck(mH)) { Explode(mH); return; } #if WINDOWS KeyboardState keyState = mH.GetCurrentState(); MouseState mouseState = Mouse.GetState(); #elif XBOX GamePadState theState = mH.GetCameraManager().GetCameras()[mH.GetCameraManager().GetPlayerInt(this.GetType())].GetState(); GamePadState oldState = mH.GetCameraManager().GetCameras()[mH.GetCameraManager().GetPlayerInt(this.GetType())].GetOldState(); #endif #region Shooting #if WINDOWS if (mouseState.LeftButton == ButtonState.Pressed /* true*/) { if (weaponType == 0 && shootingCounter > shootingSpeed /* true*/) { shootingCounter = 0; Shoot(mH); } else if (weaponType == 1 && shootingCounter > shotgunShootingSpeed) { shootingCounter = 0; ShootShotgun(mH); } } else if (mouseState.RightButton == ButtonState.Pressed && grenadeCounter > grenadeSpeed) { if (grenadeType == 0) { grenadeCounter = 0; TossGrenade(mH); } else if (grenadeType == 1) { grenadeCounter = 0; LayMine(mH); } } //Switch weapons if (keyState.IsKeyDown(Keys.E) && !oldState.IsKeyDown(Keys.E)) { weaponType = (weaponType == 0) ? 1 : 0; modeIndex = weaponType; } else if (keyState.IsKeyDown(Keys.R) && !oldState.IsKeyDown(Keys.R)) { grenadeType = (grenadeType == 0) ? 1 : 0; } #elif XBOX if (theState.IsButtonDown(Buttons.RightTrigger)) { if (weaponType == 0 && shootingCounter > shootingSpeed) { shootingCounter = 0; Shoot(mH); } else if (weaponType == 1 && shootingCounter > shotgunShootingSpeed) { shootingCounter = 0; ShootShotgun(mH); } } else if (theState.IsButtonDown(Buttons.LeftTrigger) && grenadeCounter > grenadeSpeed) { if (grenadeType == 0) { grenadeCounter = 0; TossGrenade(mH); } else if (grenadeType == 1) { grenadeCounter = 0; LayMine(mH); } } //Switch weapons if (theState.IsButtonDown(Buttons.RightShoulder) && !oldState.IsButtonDown(Buttons.RightShoulder)) { weaponType = (weaponType == 0) ? 1 : 0; modeIndex = weaponType; } else if (theState.IsButtonDown(Buttons.LeftShoulder) && !oldState.IsButtonDown(Buttons.LeftShoulder)) { grenadeType = (grenadeType == 0) ? 1 : 0; } #endif shootingCounter += mH.GetGameTime().ElapsedGameTime.TotalSeconds; grenadeCounter += mH.GetGameTime().ElapsedGameTime.TotalSeconds; #endregion #region Ability #if WINDOWS if (keyState.IsKeyDown(Keys.Space) && !oldState.IsKeyDown(Keys.Space)) { UsePower(mH); } #elif XBOX if (theState.IsButtonDown(Buttons.A) && !oldState.IsButtonDown(Buttons.A)) { UsePower(mH); } #endif #endregion #region Movement #if WINDOWS Vector2 dir = Vector2.Zero; if (keyState.IsKeyDown(Keys.W)) { dir.Y = -1; } else if (keyState.IsKeyDown(Keys.S)) { dir.Y = 1; } if (keyState.IsKeyDown(Keys.A)) { dir.X = -1; } else if (keyState.IsKeyDown(Keys.D)) { dir.X = 1; } if (dir != Vector2.Zero) { dir.Normalize(); accelerations.Add(dir); } #elif XBOX //Forward if (theState.ThumbSticks.Left.Y != 0 || theState.ThumbSticks.Left.X != 0) { accelerations.Add(new Vector2(theState.ThumbSticks.Left.X, theState.ThumbSticks.Left.Y * -1)); } #endif #endregion #region Finalize Direction acceleration = Vector2.Zero; foreach (Vector2 a in accelerations) { if (!float.IsNaN(a.X) && !float.IsNaN(a.Y)) { acceleration += a; } } drag = 0.1f; thrust = movementSpeed * drag; velocity += thrust * acceleration - drag * velocity; accelerations.Clear(); #endregion #region Rotation #if WINDOWS wantedRotation = PathHelper.Direction( CameraManager.Transform(position, mH.GetCameraManager().GetDisplacement(GetType())) + origin, new Vector2(mouseState.X, mouseState.Y)); if (wantedRotation < 0) { wantedRotation += MathHelper.TwoPi; } //Calculate turningSpeed to maximize speed and minimize jittering if (MathHelper.Distance(rotation, wantedRotation) < turningSpeed && turningSpeed > MathHelper.Pi / 160.0f) { turningSpeed /= 2.0f; } else if (MathHelper.Distance(rotation, wantedRotation) > turningSpeed && turningSpeed < maxTurningSpeed) { turningSpeed *= 2.0f; } //Apply turningSpeed to rotation in correct direction float otherRot = rotation + MathHelper.TwoPi * ((rotation > MathHelper.Pi) ? -1 : 1); //Same angle, different name to compensate for linear numbers float distADir = MathHelper.Distance(wantedRotation, rotation), //Archlength sorta from actual rotation distBDir = MathHelper.Distance(wantedRotation, otherRot); //Archlength sorta from same angle but 2pi over //If the usual angle is closer if (distADir < distBDir) { //Do normal rotation if (rotation > wantedRotation) { Turn(-1 * turningSpeed); } else if (rotation < wantedRotation) { Turn(turningSpeed); } } //Otherwise else { //Do a rotation using the new number, which is able to give the correct turning direction if (otherRot > wantedRotation) { Turn(-1.0f * turningSpeed); } else if (otherRot < wantedRotation) { Turn(turningSpeed); } } #elif XBOX if (theState.ThumbSticks.Right.X != 0 || theState.ThumbSticks.Right.Y != 0) { wantedRotation = (float)Math.Atan2(theState.ThumbSticks.Right.Y * -1, theState.ThumbSticks.Right.X); if (wantedRotation < 0) { wantedRotation += (float)Math.PI * 2; } //Calculate turningSpeed to maximize speed and minimize jittering if (Math.Abs(rotation - wantedRotation) < turningSpeed && turningSpeed > (float)Math.PI / 160) { turningSpeed /= 2; } else if (Math.Abs(rotation - wantedRotation) > turningSpeed && turningSpeed < maxTurningSpeed) { turningSpeed *= 2; } //Apply turningSpeed to rotation in correct direction float otherRot = rotation + ((float)Math.PI * 2) * ((rotation > Math.PI) ? -1 : 1); //Same angle, different name to compensate for linear numbers float distADir = (float)Math.Abs(wantedRotation - rotation), //Archlength sorta from actual rotation distBDir = (float)Math.Abs(wantedRotation - otherRot); //Archlength sorta from same angle but 2pi over //If the usual angle is closer if (distADir < distBDir) { //Do normal rotation if (rotation > wantedRotation) { Turn(-1 * turningSpeed); } else if (rotation < wantedRotation) { Turn(turningSpeed); } } //Otherwise else { //Do a rotation using the new number, which is able to give the correct turning direction if (otherRot > wantedRotation) { Turn(-1 * turningSpeed); } else if (otherRot < wantedRotation) { Turn(turningSpeed); } } } else { wantedRotation = rotation; } #endif #endregion PosUpdate(mH); if (indicator != null) { //Animation of indicator if (timer > endtime) { indicator.SetFrameIndex(indicator.GetFrameIndex() + 1); if (indicator.GetFrameIndex() > 5) { indicator.SetFrameIndex(0); } timer = 0; } else { timer += mH.GetGameTime().ElapsedGameTime.TotalSeconds; } indicator.position = new Vector2(position.X - origin.X, position.Y - origin.Y); indicator.Update(mH); } ChargePower(); #if WINDOWS oldState = keyState; #elif XBOX oldState = theState; #endif originPosition = position + origin; }