1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using Jypeli; |
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4 | using Jypeli.Assets; |
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5 | using Jypeli.Controls; |
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6 | using Jypeli.Effects; |
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7 | using Jypeli.Widgets; |
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8 | |
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9 | public class Player : PhysicsObject |
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10 | { |
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11 | private static Image playerImage = Game.LoadImage("Player"); |
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12 | Image transparrent = Game.LoadImage("transparent"); |
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13 | |
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14 | private G game; |
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15 | |
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16 | |
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17 | const double defaultSpeed = 1000; |
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18 | const int defaultPower = 10000; |
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19 | const int defaultLaserGunDamage = 10; |
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20 | const int defaultAssaultRifleDamage = 10; |
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21 | const int defaultPlasmaCannonDamage = 50; |
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22 | const int defaultCannonDamage = 100; |
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23 | |
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24 | private double speed = defaultSpeed; |
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25 | private int power = defaultPower; |
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26 | private int laserGunDamage = defaultLaserGunDamage; |
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27 | private int AssaultRifleDamage = defaultAssaultRifleDamage; |
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28 | private int plasmaCannonDamage = defaultPlasmaCannonDamage; |
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29 | private int cannonDamage = defaultCannonDamage; |
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30 | |
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31 | private Weapon weapon; |
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32 | public IntMeter health; |
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33 | public bool canMove = true; |
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34 | |
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35 | //Handlers |
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36 | public delegate void EmptyHandler(); |
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37 | |
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38 | //Events |
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39 | public event EmptyHandler Dying; |
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40 | |
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41 | |
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42 | |
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43 | public Player(G game, double width, double height, int health, bool addDefaultControls) |
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44 | : base(width, height) |
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45 | { |
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46 | this.game = game; |
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47 | this.health = new IntMeter(health, 0, health); |
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48 | this.health.LowerLimit += delegate { if (Dying != null) Dying(); this.Destroy(); }; |
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49 | this.Tag = "player"; |
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50 | this.Shape = Shape.Rectangle; |
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51 | this.Image = playerImage; |
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52 | this.LinearDamping = 0.9; |
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53 | |
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54 | if (addDefaultControls) |
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55 | SetControls(Key.W, Key.S, Key.D, Key.A, MouseButton.Left); |
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56 | |
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57 | G.game.AddCollisionHandler(this, PlayerCollisionHanlder); |
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58 | this.IsUpdated = true; |
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59 | } |
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60 | |
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61 | #region Collision handlers |
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62 | |
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63 | private void PlayerCollisionHanlder(PhysicsObject player, PhysicsObject target) |
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64 | { |
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65 | if (target is Enemy) |
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66 | { |
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67 | health.Value -= 1; |
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68 | } |
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69 | } |
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70 | |
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71 | private void Explosion(Vector pos) |
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72 | { |
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73 | Explosion explosion = new Explosion(50); |
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74 | explosion.Position = pos; |
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75 | explosion.Force = 0; |
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76 | game.Add(explosion); |
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77 | } |
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78 | |
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79 | private void ProjectileHanlder(PhysicsObject projectile, PhysicsObject target) //ToDo: Set collisions |
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80 | { |
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81 | if (target is Enemy) |
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82 | { |
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83 | if (weapon is Cannon) |
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84 | ((Enemy)target).Health(-cannonDamage); |
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85 | else if (weapon is PlasmaCannon) |
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86 | ((Enemy)target).Health(-plasmaCannonDamage); |
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87 | else if (weapon is LaserGun) |
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88 | ((Enemy)target).Health(-laserGunDamage); |
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89 | else if (weapon is AssaultRifle) |
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90 | ((Enemy)target).Health(-AssaultRifleDamage); |
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91 | Explosion(target.Position); |
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92 | } |
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93 | projectile.Destroy(); |
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94 | } |
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95 | |
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96 | #endregion |
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97 | |
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98 | public bool PowerUp(String type, double value) |
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99 | { |
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100 | if (type == "speed") |
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101 | { |
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102 | speed = defaultSpeed * value; |
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103 | } |
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104 | else if (type == "power") |
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105 | { |
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106 | power = defaultPower * (int)value; |
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107 | } |
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108 | else if (type == "cannondamage") |
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109 | { |
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110 | cannonDamage = defaultCannonDamage * (int)value; |
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111 | } |
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112 | else if (type == "assaultrifledamage") |
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113 | { |
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114 | AssaultRifleDamage = defaultAssaultRifleDamage * (int)value; |
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115 | } |
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116 | else if (type == "lasergundamage") |
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117 | { |
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118 | laserGunDamage = defaultLaserGunDamage * (int)value; |
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119 | } |
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120 | else if (type == "plasmacannondamage") |
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121 | { |
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122 | plasmaCannonDamage = defaultPlasmaCannonDamage * (int)value; |
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123 | } |
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124 | else |
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125 | return false; |
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126 | return true; |
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127 | } |
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128 | |
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129 | public bool GiveWeapon(String itemName) |
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130 | { |
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131 | RemoveWeapon(); |
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132 | if (itemName.ToLower() == "cannon") |
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133 | { |
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134 | weapon = new Cannon(75, 25); |
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135 | weapon.Image = transparrent; |
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136 | } |
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137 | else if (itemName.ToLower() == "plasmacannon") |
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138 | weapon = new PlasmaCannon(75, 25); |
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139 | else if (itemName.ToLower() == "lasergun") |
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140 | weapon = new LaserGun(75, 25); |
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141 | else if (itemName.ToLower() == "assaultrifle") |
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142 | weapon = new AssaultRifle(75, 25); |
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143 | |
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144 | if (weapon != null) |
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145 | { |
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146 | weapon.Power.Value = power; |
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147 | weapon.ProjectileCollision = ProjectileHanlder; |
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148 | weapon.Angle = Angle.FromDegrees(90); |
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149 | this.Add(weapon); |
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150 | return true; |
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151 | } |
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152 | return false; |
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153 | } |
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154 | |
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155 | public bool RemoveWeapon() |
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156 | { |
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157 | if (weapon != null) |
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158 | { |
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159 | weapon.Destroy(); |
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160 | return true; |
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161 | } |
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162 | return false; |
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163 | } |
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164 | |
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165 | public void SetControls(Key forward, Key back, Key right, Key left, MouseButton shoot) |
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166 | { |
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167 | Game.Keyboard.Listen(forward, ButtonState.Down, delegate { MovePlayer(new Vector(0, speed)); }, null); |
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168 | Game.Keyboard.Listen(back, ButtonState.Down, delegate { MovePlayer(new Vector(0, -speed)); }, null); |
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169 | Game.Keyboard.Listen(right, ButtonState.Down, delegate { MovePlayer(new Vector(speed, 0)); }, null); |
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170 | Game.Keyboard.Listen(left, ButtonState.Down, delegate { MovePlayer(new Vector(-speed, 0)); }, null); |
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171 | Game.Mouse.Listen(shoot, ButtonState.Down, Shoot, null); |
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172 | } |
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173 | |
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174 | private void MovePlayer(Vector force) |
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175 | { |
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176 | if (canMove && !IsDestroyed) |
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177 | this.Push(force); |
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178 | } |
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179 | |
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180 | public void Shoot() |
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181 | { |
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182 | if (!IsDestroyed) |
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183 | { |
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184 | if (weapon != null) |
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185 | { |
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186 | weapon.Power.Value = power; |
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187 | weapon.Shoot(); |
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188 | } |
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189 | else |
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190 | Game.MessageDisplay.Add("PEW PEW!"); |
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191 | } |
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192 | } |
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193 | |
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194 | public override void Update(Time time) |
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195 | { |
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196 | this.Angle = (Game.Mouse.PositionOnWorld - this.AbsolutePosition).Normalize().Angle - Angle.FromDegrees(90); |
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197 | base.Update(time); |
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198 | } |
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199 | } |
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