diff --git a/Shared/Player.cs b/Shared/Player.cs
index 7d8cd86..3dab114 100644
--- a/Shared/Player.cs
+++ b/Shared/Player.cs
@@ -1,29 +1,27 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
-using System;
using System.Collections.Generic;
namespace SemiColinGames {
class Player {
-
enum Facing { Left, Right };
enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
- enum AirState { Jumping, Ground, Falling };
+
+ private const int moveSpeed = 180;
+ private const int jumpSpeed = -600;
+ private const int gravity = 2400;
private Texture2D texture;
private const int spriteSize = 48;
private const int spriteWidth = 7;
- private const int moveSpeed = 180;
- private const int jumpSpeed = 600;
- private const int gravity = 2400;
private Point position = new Point(64, 16);
+ private int jumps = 0;
private Facing facing = Facing.Right;
- private Pose pose = Pose.Standing;
- private AirState airState = AirState.Ground;
+ private Pose pose = Pose.Jumping;
private double swordSwingTime = 0;
private double jumpTime = 0;
- private double ySpeed = 0;
+ private float ySpeed = 0;
public Player(Texture2D texture) {
this.texture = texture;
@@ -37,8 +35,8 @@ namespace SemiColinGames {
public void Update(GameTime time, History input, List collisionTargets) {
Point oldPosition = position;
- AirState oldAirState = airState;
- HandleInput(time, input);
+ Vector2 movement = HandleInput(time, input);
+ position = new Point((int) (oldPosition.X + movement.X), (int) (oldPosition.Y + movement.Y));
Rectangle oldBbox = Bbox(oldPosition);
Rectangle playerBbox = Bbox(position);
@@ -63,7 +61,7 @@ namespace SemiColinGames {
int diff = playerBbox.Top - rect.Bottom;
position.Y -= diff;
} else {
- airState = AirState.Ground;
+ standingOnGround = true;
int diff = playerBbox.Bottom - rect.Top;
position.Y -= diff;
}
@@ -77,72 +75,55 @@ namespace SemiColinGames {
}
}
}
- if (oldAirState != AirState.Ground && standingOnGround) {
- airState = AirState.Ground;
- ySpeed = 0.0;
- }
- if (airState == AirState.Ground && !standingOnGround) {
- airState = AirState.Falling;
- ySpeed = 0.0;
- }
-
- if (airState == AirState.Ground) {
+ if (standingOnGround) {
+ jumps = 1;
+ ySpeed = 0;
Debug.AddRect(playerBbox, Color.Red);
- } else if (airState == AirState.Jumping) {
- Debug.AddRect(playerBbox, Color.Orange);
} else {
- Debug.AddRect(playerBbox, Color.Yellow);
- }
- }
-
- void HandleInput(GameTime time, History input) {
- if (input[0].Jump && !input[1].Jump && airState == AirState.Ground) {
- pose = Pose.Jumping;
- airState = AirState.Jumping;
- jumpTime = 0.5;
- ySpeed = -jumpSpeed;
- return;
+ jumps = 0;
+ Debug.AddRect(playerBbox, Color.Orange);
}
- if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
- pose = Pose.SwordSwing;
- swordSwingTime = 0.3;
- return;
- }
-
- if (input[0].Motion.X < 0) {
- facing = Facing.Left;
- pose = Pose.Walking;
- position.X -= (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds);
- } else if (input[0].Motion.X > 0) {
+ if (movement.X > 0) {
facing = Facing.Right;
+ } else if (movement.X < 0) {
+ facing = Facing.Left;
+ }
+ if (swordSwingTime > 0) {
+ pose = Pose.SwordSwing;
+ } else if (jumps == 0) {
+ pose = Pose.Jumping;
+ } else if (movement.X != 0) {
pose = Pose.Walking;
- position.X += (int) (moveSpeed * time.ElapsedGameTime.TotalSeconds);
- } else if (input[0].Motion.Y < 0) {
- pose = Pose.Crouching;
} else if (input[0].Motion.Y > 0) {
pose = Pose.Stretching;
+ } else if (input[0].Motion.Y < 0) {
+ pose = Pose.Crouching;
} else {
pose = Pose.Standing;
}
+ }
+
+ // Returns the desired (dx, dy) for the player to move this frame.
+ Vector2 HandleInput(GameTime time, History input) {
+ Vector2 result = new Vector2();
+ result.X = (int) (input[0].Motion.X * moveSpeed * time.ElapsedGameTime.TotalSeconds);
- if (jumpTime > 0) {
- jumpTime -= time.ElapsedGameTime.TotalSeconds;
- }
- if (swordSwingTime > 0) {
- swordSwingTime -= time.ElapsedGameTime.TotalSeconds;
- pose = Pose.SwordSwing;
+ if (input[0].Jump && !input[1].Jump && jumps > 0) {
+ jumpTime = 0.3;
+ jumps--;
+ ySpeed = jumpSpeed;
}
- if (airState == AirState.Jumping || airState == AirState.Falling) {
- position.Y += (int) (ySpeed * time.ElapsedGameTime.TotalSeconds);
- ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds;
+ if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
+ swordSwingTime = 0.3;
}
- if (airState == AirState.Jumping && pose != Pose.SwordSwing) {
- pose = Pose.Jumping;
- }
-
- position.X = Math.Max(position.X, 0 + spriteWidth);
+
+ result.Y = ySpeed * (float) time.ElapsedGameTime.TotalSeconds;
+ ySpeed += gravity * (float) time.ElapsedGameTime.TotalSeconds;
+ jumpTime -= time.ElapsedGameTime.TotalSeconds;
+ swordSwingTime -= time.ElapsedGameTime.TotalSeconds;
+ return result;
}
private int SpriteIndex(Pose pose, GameTime time) {
@@ -156,9 +137,9 @@ namespace SemiColinGames {
case Pose.Stretching:
return 18 + frameNum;
case Pose.Jumping:
- if (jumpTime > 0.25) {
+ if (jumpTime > 0.2) {
return 15;
- } else if (jumpTime > 0) {
+ } else if (jumpTime > 0.1) {
return 16;
} else {
return 17;
@@ -181,6 +162,7 @@ namespace SemiColinGames {
public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
int index = SpriteIndex(pose, time);
+ Debug.Toast("" + index);
Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
SpriteEffects effect = facing == Facing.Right ?