mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 23:45:04 -07:00
Ultra minor updates.
This commit is contained in:
@@ -0,0 +1,193 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace LunaLightXMG
|
||||
{
|
||||
public class Player
|
||||
{
|
||||
private float hsp; // Horizontal speed
|
||||
public float vsp; // Vertical speed
|
||||
private float hsp_frac; // Hold fractional position data
|
||||
private float vsp_frac; // Hold fractional position data
|
||||
private float wallJumpDelay; // Delay for wall jumping
|
||||
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 Texture2D texture;
|
||||
public Vector2 position;
|
||||
public BoundingBox boundingBox { get; private set; }
|
||||
private CollisionManager collisionManager;
|
||||
|
||||
public Player(Vector2 initPosition)
|
||||
{
|
||||
hsp = 0;
|
||||
vsp = 0;
|
||||
hsp_frac = 0;
|
||||
vsp_frac = 0;
|
||||
wallJumpDelay = 0;
|
||||
grounded = false;
|
||||
walled = false;
|
||||
wasWalled = false;
|
||||
hspAcc = 0.2f;
|
||||
hspFrictionGround = 0.3f;
|
||||
hspFrictionAir = 0.3f;
|
||||
hspWalk = 3f;
|
||||
grv = 0.2f;
|
||||
vspMax = 10f;
|
||||
grvWall = 0.1f;
|
||||
vspMaxWall = 5f;
|
||||
vspJump = -4f;
|
||||
position = initPosition;
|
||||
boundingBox = new BoundingBox(new Rectangle((int)position.X, (int)position.Y, 8, 16));
|
||||
collisionManager = new CollisionManager();
|
||||
}
|
||||
|
||||
public void LoadContent(ContentManager content)
|
||||
{
|
||||
texture = content.Load<Texture2D>("player");
|
||||
}
|
||||
|
||||
public void Update(GameTime gameTime, PlayerInput input, Platform[] platforms)
|
||||
{
|
||||
Movement(input);
|
||||
boundingBox.Update(position, boundingBox.Bounds.Width, boundingBox.Bounds.Height);
|
||||
DumpFractions();
|
||||
CollisionChecks(platforms);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
// Method Implementation -------------------------------------------------------------------------------
|
||||
public void Reset(Vector2 initialPosition)
|
||||
{
|
||||
position = initialPosition;
|
||||
// Reset other player-specific states later
|
||||
}
|
||||
|
||||
private void Movement(PlayerInput input)
|
||||
{
|
||||
if (input.KeyJump && grounded)
|
||||
{
|
||||
vsp = vspJump;
|
||||
}
|
||||
|
||||
// Horizontal movement with acceleration + wall jump delay
|
||||
wallJumpDelay = Math.Max(wallJumpDelay - 1, 0); // counts down every frame
|
||||
|
||||
if (wallJumpDelay == 0) // no left-right control until delay is 0, prevents rapid wall climb
|
||||
{
|
||||
float moveH = input.KeyRight - input.KeyLeft;
|
||||
hsp += moveH * hspAcc;
|
||||
|
||||
if (moveH == 0)
|
||||
{
|
||||
float hspFrictionFinal = grounded ? hspFrictionGround : hspFrictionAir;
|
||||
hsp = Approach(hsp, 0, hspFrictionFinal);
|
||||
}
|
||||
|
||||
hsp = MathHelper.Clamp(hsp, -hspWalk, hspWalk);
|
||||
}
|
||||
|
||||
// Calculate vertical movement
|
||||
float grvFinal = grv;
|
||||
float vspMaxFinal = vspMax;
|
||||
|
||||
if (walled && vsp > 0)
|
||||
{
|
||||
grvFinal = grvWall;
|
||||
vspMaxFinal = vspMaxWall;
|
||||
}
|
||||
vsp += (vsp == 0 ? grvFinal * 2 : grvFinal);
|
||||
vsp = MathHelper.Clamp(vsp, vspJump, vspMaxFinal);
|
||||
}
|
||||
|
||||
private void CollisionChecks(Platform[] platforms)
|
||||
{
|
||||
// Horizontal collision prediction
|
||||
float onePixh = Math.Sign(hsp);
|
||||
if (collisionManager.IsColliding(position + new Vector2(hsp, 0), boundingBox, platforms))
|
||||
{
|
||||
while (!collisionManager.IsColliding(position + new Vector2(onePixh, 0), boundingBox, platforms))
|
||||
{
|
||||
position.X += onePixh;
|
||||
}
|
||||
hsp = 0;
|
||||
}
|
||||
position.X += hsp; // Horizontal move
|
||||
|
||||
// Vertical collision prediction
|
||||
float onePixv = Math.Sign(vsp);
|
||||
if (collisionManager.IsColliding(position + new Vector2(0, vsp), boundingBox, platforms))
|
||||
{
|
||||
while (!collisionManager.IsColliding(position + new Vector2(0, onePixv), boundingBox, platforms))
|
||||
{
|
||||
position.Y += onePixv;
|
||||
}
|
||||
vsp = 0;
|
||||
}
|
||||
position.Y += vsp; // Vertical move
|
||||
|
||||
// Grounded?
|
||||
grounded = collisionManager.IsColliding(position + new Vector2(0, 1), boundingBox, platforms);
|
||||
|
||||
// Walled?
|
||||
walled = collisionManager.WallCheck(position, boundingBox, platforms);
|
||||
if (walled)
|
||||
wasWalled = walled;
|
||||
}
|
||||
|
||||
private float Approach(float start, float end, float shift)
|
||||
{
|
||||
if (start < end)
|
||||
{
|
||||
start += shift;
|
||||
if (start > end)
|
||||
return end;
|
||||
}
|
||||
else
|
||||
{
|
||||
start -= shift;
|
||||
if (start < end)
|
||||
return end;
|
||||
}
|
||||
return start;
|
||||
}
|
||||
|
||||
private void DumpFractions()
|
||||
{
|
||||
if (grounded)
|
||||
{
|
||||
float adjustedPosX = (float)Math.Round(position.X);
|
||||
float adjustedPosY = (float)Math.Round(position.Y);
|
||||
position.X = adjustedPosX;
|
||||
position.Y = adjustedPosY;
|
||||
}
|
||||
|
||||
if (vsp >= 0)
|
||||
{
|
||||
hsp += hsp_frac;
|
||||
vsp += vsp_frac;
|
||||
hsp_frac = hsp - (float)Math.Floor(hsp);
|
||||
vsp_frac = vsp - (float)Math.Floor(vsp);
|
||||
hsp -= hsp_frac;
|
||||
vsp -= vsp_frac;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user