graphics/06-monogame/Introduction/Character.cs

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2023-12-05 16:18:36 +00:00
using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Vector2 = Microsoft.Xna.Framework.Vector2;
namespace Introduction;
public class Character
{
public Texture2D texture;
public Texture2D noise;
public Vector2 pos;
public Vector2 scale;
public Vector2 rot;
public float angles;
public float speed;
private bool glitchEnabled = false;
private Effect glitch;
private float time;
public void Initialize()
{
speed = 300.0f;
pos = Vector2.Zero;
scale = new Vector2(1f);
rot = Vector2.UnitX;
angles = 0.0f;
}
public void LoadContent(ContentManager content)
{
texture = content.Load<Texture2D>("player_texture");
noise = content.Load<Texture2D>("noise");
glitch = content.Load<Effect>("glitch");
if (glitch.Parameters["NoiseTexture"] is not null)
glitch.Parameters["NoiseTexture"].SetValue(texture);
if (glitch.Parameters["textureSize"] is not null)
glitch.Parameters["textureSize"].SetValue(new Vector2(texture.Width, texture.Height));
}
public void Update(GameTime gameTime)
{
var kstate = Keyboard.GetState();
if (kstate.IsKeyDown(Keys.W))
{
pos.Y -= speed * (float)gameTime.ElapsedGameTime.TotalSeconds;
}
if (kstate.IsKeyDown(Keys.S))
{
pos.Y += speed * (float)gameTime.ElapsedGameTime.TotalSeconds;
}
if (kstate.IsKeyDown(Keys.A))
{
pos.X -= speed * (float)gameTime.ElapsedGameTime.TotalSeconds;
}
if (kstate.IsKeyDown(Keys.D))
{
pos.X += speed * (float)gameTime.ElapsedGameTime.TotalSeconds;
}
if (kstate.IsKeyDown(Keys.K))
{
glitchEnabled = !glitchEnabled;
}
var mstate = Mouse.GetState();
Vector2 mousePosition = new Vector2(mstate.X, mstate.Y);
Vector2 distancePosition = mousePosition - pos;
angles = (float) (Math.Atan2(distancePosition.Y, distancePosition.X));
time += (float) gameTime.ElapsedGameTime.TotalSeconds;
if (glitch.Parameters["Time"] is not null)
glitch.Parameters["Time"].SetValue(time);
}
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
Vector2 origin = new Vector2(texture.Width / 2, texture.Height / 2);
if (glitchEnabled)
glitch.CurrentTechnique.Passes[0].Apply();
else
time = 0;
spriteBatch.Draw(texture, pos, null, Color.White, angles, origin, scale, SpriteEffects.None, 0.0f);
spriteBatch.End();
}
}