refactor Player input/state handling to be less tangled
GitOrigin-RevId: 68bd79b722d7fcf2ef8abaf644e2b13544a08ae8
This commit is contained in:
parent
ea82c4ffd3
commit
459e43186a
112
Shared/Player.cs
112
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> input, List<Rectangle> 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> 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> 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 ?
|
||||
|
Loading…
Reference in New Issue
Block a user