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