mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 22:55:03 -07:00
Super Happy Jumping Pickle Man!
This commit is contained in:
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace LunaLightXMG
|
||||
@@ -8,25 +9,28 @@ namespace LunaLightXMG
|
||||
{
|
||||
// Declare variables
|
||||
private float hsp; // Horizontal speed
|
||||
private float vsp; // Vertical speed
|
||||
public float vsp; // Vertical speed
|
||||
private float wallJumpDelay; // Delay for wall jumping
|
||||
private bool grounded; // Is the player grounded?
|
||||
private bool walled; // Is the player wall sliding?
|
||||
private float hspAcc; // Horizontal acceleration
|
||||
private float hspFrictionGround; // Ground friction
|
||||
private float hspFrictionAir; // Air friction
|
||||
private float hspWalk; // Maximum horizontal speed
|
||||
public bool grounded; // Is the player grounded?
|
||||
public bool walled; // Is the player wall sliding?
|
||||
private bool wasWalled; // Remember is the player was on a wall or ground.
|
||||
private float hspAcc; // Horizontal acceleration
|
||||
private float hspFrictionGround; // Ground friction
|
||||
private float hspFrictionAir; // Air friction
|
||||
private float hspWalk; // Maximum horizontal speed
|
||||
private float grv; // Gravity
|
||||
private float vspMax; // Maximum vertical speed
|
||||
private float grvWall; // Gravity when wall sliding
|
||||
private float vspMaxWall; // Maximum vertical speed when wall sliding
|
||||
private float vspJump; // Jump speed
|
||||
private float vspMax; // Maximum vertical speed
|
||||
private float grvWall; // Gravity when wall sliding
|
||||
private float vspMaxWall; // Maximum vertical speed when wall sliding
|
||||
private float vspJump; // Jump speed
|
||||
|
||||
// Player position
|
||||
// Player initilization
|
||||
private Texture2D texture;
|
||||
public Vector2 position;
|
||||
|
||||
public BoundingBox BoundingBox { get; private set; }
|
||||
|
||||
// Constructor to initialize variables
|
||||
public Player()
|
||||
public Player(Vector2 initPosition)
|
||||
{
|
||||
// Initialize your variables here
|
||||
hsp = 0;
|
||||
@@ -34,32 +38,46 @@ namespace LunaLightXMG
|
||||
wallJumpDelay = 0;
|
||||
grounded = false;
|
||||
walled = false;
|
||||
hspAcc = 0.5f;
|
||||
hspFrictionGround = 0.2f;
|
||||
hspFrictionAir = 0.1f;
|
||||
hspWalk = 4f;
|
||||
//grv = 0.5f;
|
||||
grv = 0.0f; // No grav until we have walls, bounding boxes, etc..
|
||||
wasWalled = false;
|
||||
hspAcc = 0.2f;
|
||||
hspFrictionGround = 0.3f;
|
||||
hspFrictionAir = 0.3f;
|
||||
hspWalk = 3f;
|
||||
grv = 0.2f;
|
||||
vspMax = 10f;
|
||||
grvWall = 0.1f;
|
||||
vspMaxWall = 5f;
|
||||
vspJump = -10f;
|
||||
vspJump = -4f;
|
||||
|
||||
position = new Vector2(163, 63); // Initialize player position
|
||||
position = initPosition;
|
||||
BoundingBox = new BoundingBox(new Rectangle((int)position.X, (int)position.Y, 8, 16));
|
||||
}
|
||||
public void LoadContent(ContentManager content)
|
||||
{
|
||||
texture = content.Load<Texture2D>("player");
|
||||
}
|
||||
|
||||
// Update method to handle movement logic
|
||||
public void Update(GameTime gameTime, PlayerInput input)
|
||||
public void Update(GameTime gameTime, PlayerInput input, Platform[] platforms)
|
||||
{
|
||||
// Update player position
|
||||
Movement(input);
|
||||
|
||||
// Update player position based on speed
|
||||
position.X += hsp;
|
||||
position.Y += vsp;
|
||||
// Update the player's bounding box
|
||||
BoundingBox.Update(position, 8, 16);
|
||||
|
||||
CollisionChecks(platforms);
|
||||
}
|
||||
|
||||
private void Movement(PlayerInput input)
|
||||
{
|
||||
// Handle jumping
|
||||
if (input.KeyJump && grounded)
|
||||
{
|
||||
grounded = false;
|
||||
vsp = vspJump;
|
||||
}
|
||||
|
||||
// Horizontal movement with acceleration + wall jump delay
|
||||
wallJumpDelay = Math.Max(wallJumpDelay - 1, 0); // counts down every frame
|
||||
|
||||
@@ -86,7 +104,6 @@ namespace LunaLightXMG
|
||||
grvFinal = grvWall;
|
||||
vspMaxFinal = vspMaxWall;
|
||||
}
|
||||
|
||||
vsp += (vsp == 0 ? grvFinal * 2 : grvFinal);
|
||||
vsp = MathHelper.Clamp(vsp, vspJump, vspMaxFinal);
|
||||
}
|
||||
@@ -109,12 +126,83 @@ namespace LunaLightXMG
|
||||
return start;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Texture2D texture)
|
||||
// Collision Checks - maybe abstract to a class ---------------------------------------------------------------
|
||||
private void CollisionChecks(Platform[] platforms)
|
||||
{
|
||||
// Horizontal collision prediction
|
||||
float onePixh = Math.Sign(hsp);
|
||||
if (IsColliding(position + new Vector2(hsp, 0), platforms))
|
||||
{
|
||||
while (!IsColliding(position + new Vector2(onePixh, 0), platforms))
|
||||
{
|
||||
position.X += onePixh;
|
||||
}
|
||||
hsp = 0;
|
||||
}
|
||||
position.X += hsp; // Horizontal move
|
||||
|
||||
// Vertical collision prediction
|
||||
float onePixv = Math.Sign(vsp);
|
||||
if (IsColliding(position + new Vector2(0, vsp), platforms))
|
||||
{
|
||||
while (!IsColliding(position + new Vector2(0, onePixv), platforms))
|
||||
{
|
||||
position.Y += onePixv;
|
||||
}
|
||||
vsp = 0;
|
||||
}
|
||||
position.Y += vsp; // Vertical move
|
||||
|
||||
// Grounded?
|
||||
grounded = IsColliding(position + new Vector2(0, 1), platforms);
|
||||
|
||||
// Walled?
|
||||
walled = WallCheck(platforms);
|
||||
if (walled)
|
||||
wasWalled = walled;
|
||||
}
|
||||
|
||||
private bool IsColliding(Vector2 newPosition, Platform[] platforms)
|
||||
{
|
||||
Rectangle newBounds = new Rectangle((int)newPosition.X, (int)newPosition.Y, BoundingBox.Bounds.Width, BoundingBox.Bounds.Height);
|
||||
foreach (var platform in platforms)
|
||||
{
|
||||
if (newBounds.Intersects(platform.BoundingBox.Bounds))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private Platform GetCollidingPlatform(Vector2 newPosition, Platform[] platforms)
|
||||
{
|
||||
Rectangle newBounds = new Rectangle((int)newPosition.X, (int)newPosition.Y, BoundingBox.Bounds.Width, BoundingBox.Bounds.Height);
|
||||
foreach (var platform in platforms)
|
||||
{
|
||||
if (newBounds.Intersects(platform.BoundingBox.Bounds))
|
||||
{
|
||||
return platform;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool WallCheck(Platform[] platforms)
|
||||
{
|
||||
if (IsColliding(position + new Vector2(1, 0), platforms) || IsColliding(position + new Vector2(-1, 0), platforms))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
// Collision checks end ---------------------------------------------------------------------------------------------------------
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
// Snap position to integer values
|
||||
Vector2 drawPosition = new Vector2((int)position.X, (int)position.Y);
|
||||
spriteBatch.Draw(texture, drawPosition, Color.White);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user