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PlayerController.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.Input;
using Microsoft.Xna.Framework.Graphics;
using FarseerPhysics;
using FarseerPhysics.Collision;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
namespace gameBungee
{
class PlayerController
{
GamePadState gamePadState ;
KeyboardState keyboardState;
MouseState mouseState;
Character Player;
public void UpdateInteraction(Character player, GraphicsDevice graphics)
{
gamePadState = GamePad.GetState(PlayerIndex.One);
keyboardState = Keyboard.GetState();
mouseState = Mouse.GetState();
Player = player;
Player.oldMoving = Player.isMoving;
Player.oldMovingRight = Player.isMovingRight;
Player.oldJumping = Player.isJumping;
Player.oldShooting = Player.isShooting;
Player.isMoving = false;
Player.isMovingRight = false;
Player.isJumping = false;
Player.isShooting = false;
if (gamePadState.IsButtonDown(Buttons.DPadLeft) ||
keyboardState.IsKeyDown(Keys.Left) ||
keyboardState.IsKeyDown(Keys.A))
{
InteractionLeft();
Player.isMoving = true;
Player.isMovingRight = false;
Player.isJumping = false;
}
if (gamePadState.IsButtonDown(Buttons.DPadRight) ||
keyboardState.IsKeyDown(Keys.Right) ||
keyboardState.IsKeyDown(Keys.D))
{
InteractionRight();
Player.isMoving = true;
Player.isMovingRight = true;
Player.isJumping = false;
}
if (keyboardState.IsKeyDown(Keys.S))
{
if (Player.bulletJuncture != null && Player.bulletJuncture.isHung)
InteractionButtonS();
}
if (gamePadState.IsButtonDown(Buttons.A) ||
keyboardState.IsKeyDown(Keys.Space) ||
keyboardState.IsKeyDown(Keys.W))
{
InteractionButtonA();
Player.isMoving = true;
Player.isJumping = true;
}
if (!(gamePadState.IsButtonDown(Buttons.DPadRight) ||
keyboardState.IsKeyDown(Keys.Right) ||
keyboardState.IsKeyDown(Keys.D)) && !(gamePadState.IsButtonDown(Buttons.DPadLeft) ||
keyboardState.IsKeyDown(Keys.Left) ||
keyboardState.IsKeyDown(Keys.A)))
{
Vector2 t1 = -Player.PlayerPhysic.FixtureObject.Body.LinearVelocity;
Vector2 t2 = new Vector2(0.0f, 0.0f);
//Player.PlayerPhysic.FixtureObject.Body.ApplyForce(ref t1, ref t2);
if (Player.PlayerPhysic.FixtureObject.Body.LinearVelocity.Y > -0.01f && Player.PlayerPhysic.FixtureObject.Body.LinearVelocity.Y < 0.01f)
Player.PlayerPhysic.FixtureObject.Body.ResetDynamics();
Player.isMoving = false;
Player.isMovingRight = false;
Player.isJumping = false;
}
if (!gamePadState.IsConnected)
{
Vector2 positionTete = new Vector2();
positionTete = Player.ObjectPhysicCircleTete.FixtureObject.Body.Position;
var screenPositon = graphics.Viewport.Project(new Vector3(positionTete, 0),
CameraController.proj, CameraController.view, Matrix.Identity);
positionTete.X = screenPositon.X;
positionTete.Y = screenPositon.Y;
Vector2 diff = new Vector2(mouseState.X - positionTete.X, mouseState.Y - positionTete.Y);
if(diff.X < 0)
Player.isMovingRight = false;
else
Player.isMovingRight = true;
Player.angleTir = -Math.Atan(diff.Y / diff.X);
Player.distanceTir = (float)Math.Sqrt(diff.X * diff.X + diff.Y * diff.Y);
}
if (mouseState.LeftButton == ButtonState.Pressed)
{
Player.isShooting = true;
}
if (mouseState.RightButton == ButtonState.Pressed)
{
Player.isShooting = false;
if (Player.bulletJuncture != null)
{
Player.bulletJuncture.remove();
Player.bulletJuncture = null;
}
}
}
private void InteractionLeft()
{
if (Player.PlayerPhysic.FixtureObject.Body.LinearVelocity.X > -40)//speed max is limited to 40
{
Contact contact = null;
if (Player.ObjectPhysicCircle.FixtureObject.Body.ContactList != null)
contact = Player.ObjectPhysicCircle.FixtureObject.Body.ContactList.Contact;
bool isOnContact = false;
while (contact != null && isOnContact != true)
{
if ((contact.FixtureA.FixtureId == Player.ObjectPhysicCircle.FixtureObject.FixtureId
|| contact.FixtureB.FixtureId == Player.ObjectPhysicCircle.FixtureObject.FixtureId) && contact.IsTouching())
{
Vector2 t1 = new Vector2(-50000.0f, 0.0f);
Player.PlayerPhysic.FixtureObject.Body.ApplyForce(t1);
Player.PlayerPhysic.FixtureObject.Body.Awake = true;
isOnContact = true;
}
contact = contact.Next;
}
if (isOnContact == false)//si le joueur n'est pas en contact alors il peut orienter sa chute
{
if (Player.ObjectPhysicCircleTete.FixtureObject.Body.ContactList != null)//Check head touch something
contact = Player.ObjectPhysicCircleTete.FixtureObject.Body.ContactList.Contact;
while (contact != null && isOnContact != true)//Player's head is in contact with the world?
{
if ((contact.FixtureA.FixtureId == Player.ObjectPhysicCircleTete.FixtureObject.FixtureId
|| contact.FixtureB.FixtureId == Player.ObjectPhysicCircleTete.FixtureObject.FixtureId) && contact.IsTouching())
//permet de ne pas prendre en compte le déplacement si celui ci a un obstacle
{
isOnContact = true;
}
contact = contact.Next;
}
if (!isOnContact)
{
Vector2 t1 = new Vector2(-10000.0f, 0.0f);
Player.PlayerPhysic.FixtureObject.Body.ApplyForce(t1);
Player.PlayerPhysic.FixtureObject.Body.Awake = true;
}
}
}
}
private void InteractionRight()
{
if (Player.PlayerPhysic.FixtureObject.Body.LinearVelocity.X < 40)//speed max is limited to 40
{
Contact contact = null;
if (Player.ObjectPhysicCircle.FixtureObject.Body.ContactList != null)
contact = Player.ObjectPhysicCircle.FixtureObject.Body.ContactList.Contact;
bool isOnContact = false;
while (contact != null && isOnContact != true)
{
if ((contact.FixtureA.FixtureId == Player.ObjectPhysicCircle.FixtureObject.FixtureId
|| contact.FixtureB.FixtureId == Player.ObjectPhysicCircle.FixtureObject.FixtureId) && contact.IsTouching())
//permet de ne pas prendre en compte le déplacement si celui ci a un obstacle
{
Vector2 t1 = new Vector2(50000.0f, 0.0f);
Player.PlayerPhysic.FixtureObject.Body.ApplyForce(t1);
Player.PlayerPhysic.FixtureObject.Body.Awake = true;
isOnContact = true;
}
contact = contact.Next;
}
if (isOnContact == false)
{
if (Player.ObjectPhysicCircleTete.FixtureObject.Body.ContactList != null)//Check head touch something
contact = Player.ObjectPhysicCircleTete.FixtureObject.Body.ContactList.Contact;
while (contact != null && isOnContact != true)//Player's head is in contact with the world?
{
if ((contact.FixtureA.FixtureId == Player.ObjectPhysicCircleTete.FixtureObject.FixtureId
|| contact.FixtureB.FixtureId == Player.ObjectPhysicCircleTete.FixtureObject.FixtureId) && contact.IsTouching())
{
isOnContact = true;
}
contact = contact.Next;
}
if (!isOnContact)
{
Vector2 t1 = new Vector2(10000.0f, 0.0f);
Player.PlayerPhysic.FixtureObject.Body.ApplyForce(t1);
Player.PlayerPhysic.FixtureObject.Body.Awake = true;
}
}
}
}
private void InteractionButtonA()
{
Contact contact = null;
bool temp1 = Player.ObjectPhysicCircle.FixtureObject.CollisionFilter.IsInCollisionCategory(Category.Cat3);
bool temp2 = Player.ObjectPhysicCircle.FixtureObject.CollisionFilter.IsInCollidesWithCategory(Category.Cat9);
if (Player.ObjectPhysicCircle.FixtureObject.Body.ContactList != null)
contact = Player.ObjectPhysicCircle.FixtureObject.Body.ContactList.Contact;
bool isOnContact = false;
while (contact != null && isOnContact != true)
{
if(contact.FixtureA.CollisionFilter.IsInCollidesWithCategory(contact.FixtureB.CollisionFilter.CollisionCategories))
{
if ((contact.FixtureA.FixtureId == Player.ObjectPhysicCircle.FixtureObject.FixtureId
|| contact.FixtureB.FixtureId == Player.ObjectPhysicCircle.FixtureObject.FixtureId) && contact.IsTouching())
{
if (Player.bulletJuncture != null && Player.bulletJuncture.isHung)
{
Vector2 t2 = Vector2.Zero;
//Vector2 direction = Player.bulletJuncture.positionBullet - Player.ObjectPhysicCircleTete.FixtureObject.Body.Position;
Vector2 direction = Player.bulletJuncture.juncture.WorldAnchorA - Player.bulletJuncture.juncture.WorldAnchorB;
direction.Normalize();
Vector2 t1 = direction * 1000f;
Player.PlayerPhysic.FixtureObject.Body.ApplyLinearImpulse(ref t1, ref t2);
Player.PlayerPhysic.FixtureObject.Body.Awake = true;
Player.bulletJuncture.juncture.Length -= 0.5f;
}
else
{
Vector2 t1 = new Vector2(0.0f, 6000.0f);
Vector2 t2 = new Vector2(0.0f, 0.0f);
Player.PlayerPhysic.FixtureObject.Body.ApplyLinearImpulse(ref t1, ref t2);
Player.PlayerPhysic.FixtureObject.Body.Awake = true;
isOnContact = true;
}
}
}
contact = contact.Next;
}
if(!isOnContact)
{
if (Player.bulletJuncture != null && Player.bulletJuncture.isHung)
{
Vector2 t2 = Vector2.Zero;
Vector2 direction = Player.bulletJuncture.juncture.WorldAnchorA - Player.bulletJuncture.juncture.WorldAnchorB;
direction.Normalize();
Vector2 t1 = direction * 1000f;
Player.PlayerPhysic.FixtureObject.Body.ApplyLinearImpulse(ref t1, ref t2);
Player.PlayerPhysic.FixtureObject.Body.Awake = true;
Player.bulletJuncture.juncture.Length -= 0.5f;
}
}
}
private void InteractionButtonS()
{
Vector2 t2 = Vector2.Zero;
Vector2 direction = Player.bulletJuncture.juncture.WorldAnchorA - Player.bulletJuncture.juncture.WorldAnchorB;
direction.Normalize();
Vector2 t1 = direction * -1000f;
Player.PlayerPhysic.FixtureObject.Body.ApplyLinearImpulse(ref t1, ref t2);
Player.PlayerPhysic.FixtureObject.Body.Awake = true;
Player.bulletJuncture.juncture.Length += 0.5f;
}
}
}