#region LICENSE
/*
* (c) 2005 Simon Gillespie
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion LICENSE
using System.Collections;
namespace SdlDotNetExamples.Isotope{
/// <summary>
/// Defines extended object physical behaviour for actors with example jump, pick_up(get),
/// drop, collision based actions
/// </summary>
/// <remarks>
/// Defines a new object subclass which can do human physical movement: facing, jumping,
/// and a movement cycle
/// cycle: position of moviment cycle, ie leg lifted, leg down etc: integer
/// facing* : to show which way the actor is facing: list of 3 facing integers [x,y,z]
/// * Note: due to facing not being taken into account for collision detection and drawing routines
/// the actor sprites must be equal dimensions on the base of their bounding box.
/// </remarks>
public class Actor : ObjectGravity
{
int cycle;
/// <summary>
///
/// </summary>
public int Cycle
{
get
{
return cycle;
}
set
{
cycle = value;
}
}
int[] facing = { -1, 0, 0 };
/// <summary>
///
/// </summary>
public int[] GetFacing()
{
return facing;
}
/// <summary>
///
/// </summary>
/// <param name="facing"></param>
public void SetFacing(int[] facing)
{
this.facing = facing;
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
/// <param name="size"></param>
/// <param name="objtype"></param>
/// <param name="fixedob"></param>
public Actor(int[] position, int[] size, int objectType, bool fixedObject)
: base(position, size, objectType, fixedObject)
{
}
/// <summary>
/// time based action
/// </summary>
public override void Tick()
{
// Walking animation: Cycle through each of the 4 movement frames
if (GetPosition()[0] != GetOldPosition()[0] || GetPosition()[1] != GetOldPosition()[1])
{
cycle = cycle + 1;
if (cycle == 4)
{
cycle = 0;
}
}
else
{
cycle = 0;
}
// Velocity movement: Standard object movement
base.Tick();
}
/// <summary>
/// action to change velocity based on movement
/// </summary>
/// <param name="offset"></param>
public void Move(int[] offset)
{
/*/ offset: the value for the velocity: list of 3 integers [vx,vy,vz] /*/
if (Gravity == false)
{
SetVelocity(offset);
int[] zero ={ 0, 0, 0 };
facing = Vector.Direction(zero, offset);
CollisionTime = ObjectTime.Time;
}
}
/// <summary>
/// action for the actor to jump
/// </summary>
public void Jump()
{
if (Gravity == false)
{
for (int i = 0; i < 3; i++)
{
GetVelocity()[i] = facing[i] * 2;
}
GetVelocity()[2] = GetVelocity()[2] + 8;
Gravity = true;
}
}
}
}
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