mirror of
https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 23:35:02 -07:00
133 lines
4.3 KiB
C#
133 lines
4.3 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace LunaLightXMG
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{
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internal class Player
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{
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// Declare variables
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private float hsp; // Horizontal speed
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private float vsp; // Vertical speed
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private float wallJumpDelay; // Delay for wall jumping
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private bool grounded; // Is the player grounded?
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private bool walled; // Is the player wall sliding?
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private float hsp_acc; // Horizontal acceleration
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private float hsp_friction_ground; // Ground friction
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private float hsp_friction_air; // Air friction
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private float hsp_walk; // Maximum horizontal speed
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private float grv; // Gravity
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private float vsp_max; // Maximum vertical speed
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private float grv_wall; // Gravity when wall sliding
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private float vsp_max_wall; // Maximum vertical speed when wall sliding
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private float vsp_jump; // Jump speed
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// Player position
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public Vector2 Position;
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// Placeholder for key input states
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private bool key_left;
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private bool key_right;
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// Constructor to initialize variables
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public Player()
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{
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// Initialize your variables here
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hsp = 0;
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vsp = 0;
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wallJumpDelay = 0;
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grounded = false;
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walled = false;
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hsp_acc = 0.5f;
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hsp_friction_ground = 0.2f;
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hsp_friction_air = 0.1f;
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hsp_walk = 4f;
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//grv = 0.5f;
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grv = 0.0f; // No grav until we have walls, bounding boxes, etc..
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vsp_max = 10f;
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grv_wall = 0.1f;
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vsp_max_wall = 5f;
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vsp_jump = -10f;
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Position = new Vector2(163, 63); // Initialize player position
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}
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// Update method to handle movement logic
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public void Update(GameTime gameTime)
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{
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HandleInput();
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Movement();
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// Update player position based on speed
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Position.X += hsp;
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Position.Y += vsp;
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}
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private void Movement()
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{
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// Horizontal movement with acceleration + wall jump delay
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wallJumpDelay = Math.Max(wallJumpDelay - 1, 0); // counts down every frame
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if (wallJumpDelay == 0) // no left-right control until delay is 0, prevents rapid wall climb
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{
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float move_h = (key_right ? 1 : 0) - (key_left ? 1 : 0);
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hsp += move_h * hsp_acc;
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if (move_h == 0)
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{
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float hsp_friction_final = grounded ? hsp_friction_ground : hsp_friction_air;
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hsp = Approach(hsp, 0, hsp_friction_final);
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}
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hsp = MathHelper.Clamp(hsp, -hsp_walk, hsp_walk);
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}
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// Calculate vertical movement
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float grv_final = grv;
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float vsp_max_final = vsp_max;
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if (walled && vsp > 0)
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{
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grv_final = grv_wall;
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vsp_max_final = vsp_max_wall;
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}
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vsp += (vsp == 0 ? grv_final * 2 : grv_final);
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vsp = MathHelper.Clamp(vsp, vsp_jump, vsp_max_final);
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}
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// Helper method to smoothly approach a target value
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private float Approach(float start, float end, float shift)
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{
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if (start < end)
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{
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start += shift;
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if (start > end)
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return end;
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}
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else
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{
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start -= shift;
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if (start < end)
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return end;
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}
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return start;
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}
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// Placeholder for key input handling (to be connected to actual input handling logic)
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private void HandleInput()
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{
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KeyboardState keyboardState = Keyboard.GetState();
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key_left = keyboardState.IsKeyDown(Keys.A);
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key_right = keyboardState.IsKeyDown(Keys.D);
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}
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public void Draw(SpriteBatch spriteBatch, Texture2D texture)
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{
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spriteBatch.Draw(texture, Position, Color.White);
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}
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}
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}
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