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MovingSpike.cs
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MovingSpike.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace RedMan
{
/*
* Implements graphics and physics for moving spikes
*/
class MovingSpike
{
private Texture2D objectTex;
private string objectLocation;
private TileCollision tileType;
private SpriteEffects flip;
public bool createdByEvent;
private bool vertical, goRight;
private float RotationAngle;
private bool continueMoving;
public const float FastMoveSpeed = 5.0f;
public const float BaseMoveSpeed = 2.5f;
private const float SlowMoveSpeed = 1.0f;
private float MoveSpeed;
private float initialVelocity;
public Level Level
{
get { return level; }
}
Level level;
//** Physics state **\\
public Vector2 Position
{
get { return position; }
set { position = value; }
}
Vector2 position;
public float MySpeed
{
get { return mySpeed; }
set { mySpeed = value; }
}
float mySpeed = 0;
public MovingSpike(Level level, Vector2 position, bool createdByEvent, bool vertical, bool goRight)
{
this.level = level;
this.position = position;
this.createdByEvent = createdByEvent;
this.vertical = vertical;
this.goRight = goRight;
continueMoving = true;
if (vertical)
{
if (goRight)
RotationAngle = MathHelper.ToRadians(180);
else
RotationAngle = 0;
}
else
{
if (goRight)
RotationAngle = MathHelper.ToRadians(90);
else
RotationAngle = MathHelper.ToRadians(-90);
}
LoadContent();
}
public void LoadContent()
{
objectTex = Level.Content.Load<Texture2D>("Tiles/" + level.GetTileSet() + "spikeTile");
}
public void Update(GameTime gameTime)
{
HandleCollisions();
// Update move speed depending on player's speed
// If player is sprinting to the right increase speed of spikes
if (MySpeed == 0)
{
if (vertical)
MoveSpeed = SlowMoveSpeed;
else
{
if (level.Player.isSprinting && level.Player.Velocity.X > 0)
MoveSpeed = 2 * BaseMoveSpeed;
else
MoveSpeed = BaseMoveSpeed;
}
}
else
MoveSpeed = MySpeed;
if (continueMoving)
{
initialVelocity = (goRight) ? MoveSpeed : -MoveSpeed;
if (vertical)
Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y + initialVelocity));
else
Position = new Vector2((float)Math.Round(Position.X + initialVelocity), (float)Math.Round(Position.Y));
}
// NB If want spike to return to start put code here
}
private void HandleCollisions()
{
// Get the elevator's bounding rectangle and find neighboring tiles.
Rectangle bounds = BoundingRectangle;
int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width);
int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1;
int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height);
int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1;
// For each potentially colliding tile,
for (int y = topTile; y <= bottomTile; ++y)
{
for (int x = leftTile; x <= rightTile; ++x)
{
// If this tile is collidable,
TileCollision collision = Level.GetCollision(x, y);
// If elevator hits stopper tile
if (collision == TileCollision.Stopper)
{
continueMoving = false;
}
}
}
}
public Rectangle BoundingRectangle
{
get {
if (!goRight)
return new Rectangle((int)(position.X - Origin.X), (int)(position.Y - Origin.Y), objectTex.Width, objectTex.Height);
else
return new Rectangle((int)(position.X - Origin.X), (int)(position.Y - Origin.Y), objectTex.Width, objectTex.Height);
}
}
// Gets a texture origin at bottom center
public Vector2 Origin
{
get { return new Vector2(objectTex.Width / 2.0f, objectTex.Height); }
}
public void Remove()
{
continueMoving = false;
level.MovingSpikes.Remove(this);
}
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
// Calculate position to draw (with slight offset)
Vector2 pos;
if (vertical)
pos = new Vector2(BoundingRectangle.Location.X + Tile.Width / 2, BoundingRectangle.Location.Y);
else
{
if (!goRight)
pos = new Vector2(BoundingRectangle.Location.X + Tile.Width, BoundingRectangle.Location.Y + Tile.Width / 2);
else
pos = new Vector2(BoundingRectangle.Location.X, BoundingRectangle.Location.Y + Tile.Width / 2);
}
spriteBatch.Draw(objectTex, pos, null, Color.White, RotationAngle, Origin, 1.0f, flip, 0f);
/*
//Debugging rectangle
Texture2D rect = new Texture2D(spriteBatch.GraphicsDevice, BoundingRectangle.Width, BoundingRectangle.Height);
Color[] data = new Color[BoundingRectangle.Width * BoundingRectangle.Height];
for (int i = 0; i < data.Length; ++i) data[i] = Color.Chocolate;
rect.SetData(data);
Vector2 coor = new Vector2(BoundingRectangle.X, BoundingRectangle.Y);
spriteBatch.Draw(rect, coor, Color.White);
*/
}
}
}