Merge branch 'main' of git.semicolin.games:semicolin/sneak into HEAD
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commit
d926d23b3f
@ -75,8 +75,6 @@ namespace SemiColinGames {
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public class Player {
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public class Player {
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private readonly FSM<History<Input>> fsm;
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private readonly FSM<History<Input>> fsm;
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// TODO: get rid of Pose.
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private enum Pose { Walking, Standing, SwordSwing, Jumping };
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// Details of the sprite image.
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// Details of the sprite image.
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// player_1x is 48 x 48, yOffset=5, halfSize=(7, 14)
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// player_1x is 48 x 48, yOffset=5, halfSize=(7, 14)
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@ -95,7 +93,6 @@ namespace SemiColinGames {
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// Useful so that we can run at a slow time-step and still get non-zero motion.
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// Useful so that we can run at a slow time-step and still get non-zero motion.
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private Vector2 residual = Vector2.Zero;
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private Vector2 residual = Vector2.Zero;
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private Pose pose = Pose.Jumping;
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private float invincibilityTime = 0;
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private float invincibilityTime = 0;
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// For passing into Line.Rasterize() during movement updates.
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// For passing into Line.Rasterize() during movement updates.
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@ -224,11 +221,6 @@ namespace SemiColinGames {
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} else if (inputMovement.X < 0) {
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} else if (inputMovement.X < 0) {
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Facing = -1;
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Facing = -1;
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}
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}
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if (inputMovement.X != 0) {
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pose = Pose.Walking;
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} else {
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pose = Pose.Standing;
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}
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}
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}
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// Returns the desired (dx, dy) for the player to move this frame.
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// Returns the desired (dx, dy) for the player to move this frame.
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@ -238,24 +230,18 @@ namespace SemiColinGames {
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return ((IPlayerState) fsm.State).Movement;
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return ((IPlayerState) fsm.State).Movement;
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}
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}
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private Rectangle GetTextureSource(Pose pose) {
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private Rectangle GetTextureSource() {
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double time = Clock.ModelTime.TotalSeconds;
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double time = Clock.ModelTime.TotalSeconds;
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switch (pose) {
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IPlayerState state = (IPlayerState) fsm.State;
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case Pose.Walking:
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if (StandingOnGround && state.Movement.X == 0) {
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case Pose.Jumping:
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return Sprites.Ninja.GetTextureSource("idle", time);
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return Sprites.Ninja.GetTextureSource("run", time);
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} else {
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case Pose.SwordSwing:
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return Sprites.Ninja.GetTextureSource("run", time);
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// TODO: make a proper animation class & FSM-driven animations.
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//return Sprites.Ninja.GetTextureSource(
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// "attack_sword", 0.3 - swordSwingTime);
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case Pose.Standing:
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default:
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return Sprites.Ninja.GetTextureSource("idle", time);
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}
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}
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}
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}
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public void Draw(SpriteBatch spriteBatch) {
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public void Draw(SpriteBatch spriteBatch) {
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Rectangle textureSource = GetTextureSource(pose);
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Rectangle textureSource = GetTextureSource();
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Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
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Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
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SpriteEffects effect = Facing == 1 ?
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SpriteEffects effect = Facing == 1 ?
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SpriteEffects.None : SpriteEffects.FlipHorizontally;
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SpriteEffects.None : SpriteEffects.FlipHorizontally;
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