GreatSpringGameJam/GreatSpringGameJam/Player.cs

84 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MLEM.Animations;
using MLEM.Extended.Extensions;
using MLEM.Extended.Tiled;
using MLEM.Extensions;
using MLEM.Startup;
using MLEM.Textures;
using MonoGame.Extended;
using MonoGame.Extended.Tiled;
using RectangleF = MLEM.Misc.RectangleF;
namespace GreatSpringGameJam {
public class Player : Entity {
private static readonly UniformTextureAtlas Atlas = new(MlemGame.LoadContent<Texture2D>("Textures/Player"), 4, 1);
private readonly SpriteAnimationGroup animations;
public RectangleF Bounds => new(this.Position + new Vector2(4 / 16F, 0), new Vector2(9 / 16F, 1));
private bool walking;
private bool onGround;
private Vector2 velocity;
private TimeSpan jumpTime;
private bool facingRight;
public Player(Map map, Vector2 position) : base(map, position) {
this.animations = new SpriteAnimationGroup();
this.animations.Add(new SpriteAnimation(0.15F, Atlas[1], Atlas[2], Atlas[3], Atlas[0]), () => this.walking);
this.animations.Add(new SpriteAnimation(1, Atlas[0]), () => !this.walking);
}
public override void Update(GameTime time) {
base.Update(time);
// input
var lastVel = this.velocity;
if (MlemGame.Input.IsAnyDown(Keys.A, Keys.Left, Buttons.DPadLeft, Buttons.LeftThumbstickLeft)) {
this.velocity.X -= 0.04F;
this.facingRight = false;
}
if (MlemGame.Input.IsAnyDown(Keys.D, Keys.Right, Buttons.DPadRight, Buttons.LeftThumbstickRight)) {
this.velocity.X += 0.04F;
this.facingRight = true;
}
this.walking = this.velocity != lastVel;
if (MlemGame.Input.IsAnyDown(Keys.Up, Buttons.B, Keys.Space)) {
// only start jumping if we just started pressing the buttons
if (this.onGround && MlemGame.Input.IsAnyPressed(Keys.Up, Buttons.B, Keys.Space))
this.jumpTime = TimeSpan.FromSeconds(0.3F);
this.jumpTime -= time.ElapsedGameTime;
if (this.jumpTime > TimeSpan.Zero)
this.velocity.Y = -0.15F;
} else {
this.jumpTime = TimeSpan.Zero;
}
// movement and collisions
this.onGround = false;
this.Position += this.velocity;
foreach (var (normal, penetration) in this.Map.Collisions.GetPenetrations(() => this.Bounds.ToExtended())) {
this.Position -= normal * penetration;
this.velocity *= new Vector2(Math.Abs(normal.Y), Math.Abs(normal.X));
if (normal.Y > 0)
this.onGround = true;
}
this.velocity *= new Vector2(this.onGround ? 0.5F : 0.6F, 0.9F);
this.velocity.Y += 0.02F;
this.animations.Update(time);
}
public override void Draw(GameTime time, SpriteBatch batch) {
base.Draw(time, batch);
var effects = this.facingRight ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
batch.Draw(this.animations.CurrentRegion, this.Position * this.Map.TileSize, Color.White, 0, Vector2.Zero, 1, effects, 0);
}
}
}