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https://github.com/aharabada/glitchy-engine-beef.git
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Rocket Game
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine;
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using System;
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using System.Collections;
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namespace Sandbox
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{
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class Rocket
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{
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Texture2D _rocketTexture ~ _?.ReleaseRef();
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private Vector2 _gravity = .(0, -9.81f);
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public float Power = 50;
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public float FlightSpeed = 2;
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private Vector2 _acceleration = .(0, 0);
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private Vector2 _speed;
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private Vector2 _position;
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private float _rotation;
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private bool _dead;
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private bool _started = false;
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public List<Obstacle> Obstacles;
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public int Score = 0;
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public this()
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{
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_rocketTexture = new Texture2D("content/RocketGame/Rocket.dds");
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_rocketTexture.SamplerState = SamplerStateManager.PointClamp;
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}
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public void Update(GameTime gameTime)
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{
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FlightSpeed = _dead ? 0.0f : 2.0f;
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if (!_started)
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{
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_position = .Zero;
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if (Input.IsKeyPressed(Key.Space))
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_started = true;
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else
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return;
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}
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UpdatePosition(gameTime);
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CheckDead();
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}
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public void Draw()
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{
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Renderer2D.DrawQuad(_position, .One, _rotation, _rocketTexture, .White);
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CheckObstacles();
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}
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Line2D rocketLine;
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private void UpdatePosition(GameTime gameTime)
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{
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_acceleration.Y = 0;
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if (!_dead && Input.IsKeyPressed(Key.Space))
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{
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_acceleration.Y += Power;
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}
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Vector2 newSpeed = _speed + (_acceleration + _gravity) * gameTime.DeltaTime;
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Vector2 newPosition = _position + newSpeed * gameTime.DeltaTime;
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_speed = newSpeed;
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_position = newPosition;
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float ang = Math.Atan2(_speed.Y, 10) - MathHelper.PiOverTwo;
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_rotation = ang;
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Vector2 dir = Vector2.Normalize(_speed + .(10, 0));
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rocketLine = .(_position - dir / 2.8f, _position + dir / 2.4f);
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}
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const float worldBorder = 2.1f;
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private void CheckDead()
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{
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if (Math.Abs(_position.Y) >= worldBorder)
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{
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_dead = true;
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_speed.Y *= -0.8f;
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_position.Y = Math.Clamp(_position.Y, -worldBorder, worldBorder);
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}
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}
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private int scoreLine = -1;
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private void CheckObstacles()
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{
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for (Obstacle obs in Obstacles)
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{
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const float f = Vector2.One.Magnitude();
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Vector2 center = obs.Position;
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Vector2 topCenter = center + .(0, obs.HoleSize);
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Vector2 topTip = topCenter - .(0, 2.5f * f);
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Vector2 topRight = topCenter - .(f, 0);
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Vector2 topLeft = topCenter + .(f, 0);
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Vector2 bottomCenter = center - .(0, obs.HoleSize);
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Vector2 bottomTip = bottomCenter + .(0, 2.5f * f);
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Vector2 bottomRight = bottomCenter - .(f, 0);
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Vector2 bottomLeft = bottomCenter + .(f, 0);
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Line2D bottomR = .(bottomTip, bottomRight);
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Line2D bottomL = .(bottomTip, bottomLeft);
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Line2D topR = .(topTip, topRight);
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Line2D topL = .(topTip, topLeft);
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if ((bottomR.Intersects(rocketLine) case .Intersection) ||
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(bottomL.Intersects(rocketLine) case .Intersection) ||
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(topR.Intersects(rocketLine) case .Intersection) ||
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(topL.Intersects(rocketLine) case .Intersection))
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{
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_dead = true;
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}
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if (!_dead)
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{
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if (Line2D(bottomTip, topTip).Intersects(rocketLine) case .Intersection)
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{
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scoreLine = @obs.Index;
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}
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else if (scoreLine == @obs.Index)
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{
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Score++;
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scoreLine = -1;
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}
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}
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}
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}
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}
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}
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