refactor to use linear spritesheet
GitOrigin-RevId: 859e5868a72922e983d5bc7f345b51b25aff10e8
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@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System;
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@ -29,19 +30,23 @@ namespace Jumpy {
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this.texture = texture;
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this.texture = texture;
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}
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}
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private Rectangle Bbox(Point position) {
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return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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}
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public void Update(
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public void Update(
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GameTime time, History<GamePadState> gamePad, List<Rectangle> collisionTargets) {
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GameTime time, History<GamePadState> gamePad, List<Rectangle> collisionTargets) {
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Point oldPosition = position;
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Point oldPosition = position;
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AirState oldAirState = airState;
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AirState oldAirState = airState;
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UpdateFromGamePad(time, gamePad);
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UpdateFromGamePad(time, gamePad);
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Rectangle oldBbox = new Rectangle(oldPosition.X - spriteWidth, oldPosition.Y - 7, spriteWidth * 2, 26);
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Rectangle oldBbox = Bbox(oldPosition);
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Rectangle playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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Rectangle playerBbox = Bbox(position);
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bool standingOnGround = false;
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bool standingOnGround = false;
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// TODO: implement https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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// TODO: implement https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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// e.g. http://members.chello.at/~easyfilter/bresenham.html
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// e.g. http://members.chello.at/~easyfilter/bresenham.html
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foreach (var rect in collisionTargets) {
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foreach (var rect in collisionTargets) {
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playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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playerBbox = Bbox(position);
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// first we check for left-right collisions...
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// first we check for left-right collisions...
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if (playerBbox.Intersects(rect)) {
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if (playerBbox.Intersects(rect)) {
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@ -51,14 +56,13 @@ namespace Jumpy {
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if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
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if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
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position.X = rect.Right + spriteWidth;
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position.X = rect.Right + spriteWidth;
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}
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}
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playerBbox = new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
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playerBbox = Bbox(position);
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}
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}
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// after fixing that, we check for hitting our head or hitting the ground.
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// after fixing that, we check for hitting our head or hitting the ground.
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if (playerBbox.Intersects(rect)) {
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if (playerBbox.Intersects(rect)) {
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if (oldPosition.Y > position.Y) {
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if (oldPosition.Y > position.Y) {
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int diff = playerBbox.Top - rect.Bottom;
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int diff = playerBbox.Top - rect.Bottom;
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position.Y -= diff;
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position.Y -= diff;
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// ySpeed *= 0.9;
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} else {
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} else {
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airState = AirState.Ground;
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airState = AirState.Ground;
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int diff = playerBbox.Bottom - rect.Top;
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int diff = playerBbox.Bottom - rect.Top;
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@ -94,6 +98,7 @@ namespace Jumpy {
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// TODO: refactor input to have a virtual "which directions & buttons were being pressed"
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// TODO: refactor input to have a virtual "which directions & buttons were being pressed"
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// instead of complicated if-statements in this function.
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// instead of complicated if-statements in this function.
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// TODO: refactor to use a state-machine.
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void UpdateFromGamePad(GameTime time, History<GamePadState> gamePad) {
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void UpdateFromGamePad(GameTime time, History<GamePadState> gamePad) {
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if (gamePad[0].IsButtonDown(Buttons.A) && gamePad[1].IsButtonUp(Buttons.A) &&
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if (gamePad[0].IsButtonDown(Buttons.A) && gamePad[1].IsButtonUp(Buttons.A) &&
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airState == AirState.Ground) {
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airState == AirState.Ground) {
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@ -147,44 +152,44 @@ namespace Jumpy {
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position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), Camera.Width - spriteWidth);
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position.X = Math.Min(Math.Max(position.X, 0 + spriteWidth), Camera.Width - spriteWidth);
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}
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}
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private Point spritePosition(Pose pose, GameTime time) {
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private int spritePosition(Pose pose, GameTime time) {
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
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if (frameNum == 3) {
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if (frameNum == 3) {
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frameNum = 1;
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frameNum = 1;
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}
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}
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switch (pose) {
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switch (pose) {
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case Pose.Walking:
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case Pose.Walking:
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return new Point(spriteSize * frameNum + spriteSize * 6, 0);
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return 6 + frameNum;
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case Pose.Crouching:
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return new Point(spriteSize * 7, spriteSize * 2);
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case Pose.Stretching:
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case Pose.Stretching:
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return new Point(spriteSize * frameNum, spriteSize * 2);
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return 18 + frameNum;
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case Pose.Jumping:
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case Pose.Jumping:
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if (jumpTime > 0.25) {
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if (jumpTime > 0.25) {
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return new Point(spriteSize * 6, spriteSize);
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return 15;
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} else if (jumpTime > 0) {
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} else if (jumpTime > 0) {
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return new Point(spriteSize * 7, spriteSize);
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return 16;
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} else {
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} else {
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return new Point(spriteSize * 8, spriteSize);
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return 17;
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}
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}
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case Pose.SwordSwing:
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case Pose.SwordSwing:
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if (swordSwingTime > 0.2) {
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if (swordSwingTime > 0.2) {
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return new Point(spriteSize * 3, spriteSize * 0);
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return 30;
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} else if (swordSwingTime > 0.1) {
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} else if (swordSwingTime > 0.1) {
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return new Point(spriteSize * 4, spriteSize * 0);
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return 31;
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} else {
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} else {
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return new Point(spriteSize * 5, spriteSize * 0);
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return 32;
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}
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}
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case Pose.Crouching:
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return 25;
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case Pose.Standing:
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case Pose.Standing:
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default:
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default:
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return new Point(spriteSize * 7, 0);
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return 7;
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}
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}
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}
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}
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public void Draw(GameTime time, SpriteBatch spriteBatch) {
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public void Draw(GameTime time, SpriteBatch spriteBatch) {
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Point source = spritePosition(pose, time);
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// TODO: don't create so many "new" things that could be cached / precomputed.
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Rectangle textureSource = new Rectangle(source.X, source.Y, spriteSize, spriteSize);
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int index = spritePosition(pose, time);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects.FlipHorizontally : SpriteEffects.None;
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SpriteEffects.FlipHorizontally : SpriteEffects.None;
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