A stealth-based 2D platformer where you don't have to kill anyone unless you want to. https://www.semicolin.games
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
namespace SemiColinGames {
class Player {
enum Facing { Left, Right };
enum Pose { Walking, Standing, Crouching, Stretching, SwordSwing, Jumping };
private const int moveSpeed = 180;
private const int jumpSpeed = -600;
private const int gravity = 2400;
private const int spriteSize = 48;
private const int spriteWidth = 7;
private readonly Texture2D texture;
private Point position = new Point(64, 16 * 14);
private int jumps = 0;
private Facing facing = Facing.Right;
private Pose pose = Pose.Jumping;
private double swordSwingTime = 0;
private double jumpTime = 0;
private float ySpeed = 0;
public Player(Texture2D texture) {
this.texture = texture;
}
public Point Position { get { return position; } }
private Rectangle Bbox(Point position) {
return new Rectangle(position.X - spriteWidth, position.Y - 7, spriteWidth * 2, 26);
}
public void Update(float modelTime, History<Input> input, List<Rectangle> collisionTargets) {
Point oldPosition = position;
Vector2 movement = HandleInput(modelTime, input);
position = new Point((int) (oldPosition.X + movement.X), (int) (oldPosition.Y + movement.Y));
Rectangle oldBbox = Bbox(oldPosition);
Rectangle playerBbox = Bbox(position);
bool standingOnGround = false;
foreach (var rect in collisionTargets) {
playerBbox = Bbox(position);
// first we check for left-right collisions...
if (playerBbox.Intersects(rect)) {
if (oldBbox.Right <= rect.Left && playerBbox.Right > rect.Left) {
position.X = rect.Left - spriteWidth;
}
if (oldBbox.Left >= rect.Right && playerBbox.Left < rect.Right) {
position.X = rect.Right + spriteWidth;
}
playerBbox = Bbox(position);
}
// after fixing that, we check for hitting our head or hitting the ground.
if (playerBbox.Intersects(rect)) {
if (oldPosition.Y > position.Y) {
int diff = playerBbox.Top - rect.Bottom;
position.Y -= diff;
// TODO: set ySpeed = 0 here so that bonking our head actually reduces hangtime?
} else {
standingOnGround = true;
int diff = playerBbox.Bottom - rect.Top;
position.Y -= diff;
}
} else {
playerBbox.Height += 1;
if (playerBbox.Intersects(rect)) {
standingOnGround = true;
Debug.AddRect(rect, Color.Cyan);
} else {
Debug.AddRect(rect, Color.Green);
}
}
}
if (standingOnGround) {
jumps = 1;
ySpeed = 0;
Debug.AddRect(playerBbox, Color.Red);
} else {
jumps = 0;
Debug.AddRect(playerBbox, Color.Orange);
}
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;
} 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(float modelTime, History<Input> input) {
Vector2 result = new Vector2() {
X = (int) (input[0].Motion.X * moveSpeed * modelTime)
};
if (input[0].Jump && !input[1].Jump && jumps > 0) {
jumpTime = 0.3;
jumps--;
ySpeed = jumpSpeed;
}
if (input[0].Attack && !input[1].Attack && swordSwingTime <= 0) {
swordSwingTime = 0.3;
}
result.Y = ySpeed * modelTime;
ySpeed += gravity * modelTime;
jumpTime -= modelTime;
swordSwingTime -= modelTime;
return result;
}
private int SpriteIndex(Pose pose) {
int frameNum = (int) Clock.ModelTime.TotalMilliseconds / 125 % 4;
if (frameNum == 3) {
frameNum = 1;
}
switch (pose) {
case Pose.Walking:
return 6 + frameNum;
case Pose.Stretching:
return 18 + frameNum;
case Pose.Jumping:
if (jumpTime > 0.2) {
return 15;
} else if (jumpTime > 0.1) {
return 16;
} else {
return 17;
}
case Pose.SwordSwing:
if (swordSwingTime > 0.2) {
return 30;
} else if (swordSwingTime > 0.1) {
return 31;
} else {
return 32;
}
case Pose.Crouching:
return 25;
case Pose.Standing:
default:
return 7;
}
}
public void Draw(SpriteBatch spriteBatch, Camera camera) {
int index = SpriteIndex(pose);
Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
SpriteEffects effect = facing == Facing.Right ?
SpriteEffects.FlipHorizontally : SpriteEffects.None;
Vector2 drawPos = new Vector2(position.X - camera.Left, position.Y);
spriteBatch.Draw(texture, drawPos, textureSource, Color.White, 0f, spriteCenter,
Vector2.One, effect, 0f);
}
}
}