using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace LunaLightXMG { internal class Player { // Declare variables private float hsp; // Horizontal speed private 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 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 // Player position public Vector2 Position; // Placeholder for key input states private bool keyLeft; private bool keyRight; // Constructor to initialize variables public Player() { // Initialize your variables here hsp = 0; vsp = 0; 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.. vspMax = 10f; grvWall = 0.1f; vspMaxWall = 5f; vspJump = -10f; Position = new Vector2(163, 63); // Initialize player position } // Update method to handle movement logic public void Update(GameTime gameTime) { HandleInput(); Movement(); // Update player position based on speed Position.X += hsp; Position.Y += vsp; } private void Movement() { // 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 = (keyRight ? 1 : 0) - (keyLeft ? 1 : 0); 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); } // Helper method to smoothly approach a target value 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; } // Placeholder for key input handling (to be connected to actual input handling logic) private void HandleInput() { KeyboardState keyboardState = Keyboard.GetState(); keyLeft = keyboardState.IsKeyDown(Keys.A); keyRight = keyboardState.IsKeyDown(Keys.D); } public void Draw(SpriteBatch spriteBatch, Texture2D texture) { spriteBatch.Draw(texture, Position, Color.White); } } }