Files
glitchy-engine-beef/Sandbox/src/Rocket.bf
T
2022-02-13 23:56:58 +01:00

213 lines
4.6 KiB
Beef

using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
using System;
using System.Collections;
namespace Sandbox
{
class Rocket
{
Texture2D _rocketTexture ~ _?.ReleaseRef();
private Vector2 _gravity = .(0, -9.81f);
public float Power = 50;
public float FlightSpeed = 2;
private Vector2 _acceleration = .(0, 0);
private Vector2 _speed;
private Vector2 _position;
private Vector2 _direction;
private Line2D _rocketLine;
private float _rotation = -MathHelper.PiOverTwo;
public bool Dead;
public bool Started = false;
public List<Obstacle> Obstacles;
public int Score = 0;
public Vector2 Position => _position;
public Vector2 Direction => _direction;
ParticleSystem _particleSystem ~ delete _;
public this()
{
_rocketTexture = new Texture2D("content/RocketGame/Rocket.dds");
_rocketTexture.SamplerState = SamplerStateManager.PointClamp;
_particleSystem = new ParticleSystem(1024)
{
LiveTime = 1.0f,
LiveTimeVariance = 0.5f,
Emit = true,
};
}
public void Update(GameTime gameTime)
{
do
{
FlightSpeed = Dead ? 0.0f : 2.0f;
if (Dead && Input.IsKeyPressing(Key.Space))
{
Dead = false;
Started = false;
_speed = .Zero;
Score = 0;
}
else if (!Started)
{
_position = .Zero;
if (Input.IsKeyPressing(Key.Space))
Started = true;
else
break;
}
UpdatePosition(gameTime);
if (Started)
CheckDead();
}
UpdateParticles(gameTime);
}
private void UpdateParticles(GameTime gameTime)
{
_particleSystem.Position = Position - Direction * 0.4f;
_particleSystem.EmissionDirection = -Direction;
_particleSystem.EmissionVelocity = FlightSpeed * 2;
_particleSystem.EmissionAngle = MathHelper.PiOverFour / 2;
_particleSystem.Emit = !Dead;
if (Input.IsKeyPressing(Key.Space))
{
_particleSystem.EmissionRate = 100;
_particleSystem.EmissionSize = 0.125f;
_particleSystem.EmissionSizeVariance = 0.025f;
_particleSystem.EmmisionColor = .(255, 106, 0);
}
else if (Input.IsKeyReleasing(Key.Space))
{
_particleSystem.EmissionRate = 10;
_particleSystem.EmissionSize = 0.075f;
_particleSystem.EmissionSizeVariance = 0.025f;
_particleSystem.EmmisionColor = .(140, 126, 93);
}
_particleSystem.Update(gameTime);
}
public void Draw()
{
_particleSystem.Draw();
Renderer2D.DrawQuad(Vector3(_position, 5), .One, _rotation, _rocketTexture, .White);
}
private void UpdatePosition(GameTime gameTime)
{
_acceleration.Y = 0;
if (!Dead && Input.IsKeyPressed(Key.Space))
{
_acceleration.Y += Power;
}
Vector2 newSpeed = _speed + (_acceleration + _gravity) * gameTime.DeltaTime;
Vector2 newPosition = _position + newSpeed * gameTime.DeltaTime;
_speed = newSpeed;
_position = newPosition;
float ang = Math.Atan2(_speed.Y, 10) - MathHelper.PiOverTwo;
_rotation = ang;
_direction = Vector2.Normalize(_speed + .(10, 0));
_rocketLine = .(_position - _direction / 2.8f, _position + _direction / 2.4f);
}
const float worldBorder = 2.1f;
private void CheckDead()
{
if (Math.Abs(_position.Y) >= worldBorder)
{
Dead = true;
_speed.Y *= -0.8f;
_position.Y = Math.Clamp(_position.Y, -worldBorder, worldBorder);
}
CheckObstacles();
}
private int scoreLine = -1;
private void CheckObstacles()
{
for (Obstacle obs in Obstacles)
{
//const float f = Vector2.One.Magnitude();
float f = Vector2.One.Magnitude();
Vector2 center = obs.Position;
Vector2 topCenter = center + .(0, obs.HoleSize);
Vector2 topTip = topCenter - .(0, 2.5f * f);
Vector2 topRight = topCenter - .(f, 0);
Vector2 topLeft = topCenter + .(f, 0);
Vector2 bottomCenter = center - .(0, obs.HoleSize);
Vector2 bottomTip = bottomCenter + .(0, 2.5f * f);
Vector2 bottomRight = bottomCenter - .(f, 0);
Vector2 bottomLeft = bottomCenter + .(f, 0);
Line2D bottomR = .(bottomTip, bottomRight);
Line2D bottomL = .(bottomTip, bottomLeft);
Line2D topR = .(topTip, topRight);
Line2D topL = .(topTip, topLeft);
if ((bottomR.Intersects(_rocketLine) case .Intersection) ||
(bottomL.Intersects(_rocketLine) case .Intersection) ||
(topR.Intersects(_rocketLine) case .Intersection) ||
(topL.Intersects(_rocketLine) case .Intersection))
{
Dead = true;
}
if (!Dead)
{
if (Line2D(bottomTip, topTip).Intersects(_rocketLine) case .Intersection)
{
scoreLine = @obs.Index;
}
else if (scoreLine == @obs.Index)
{
Score++;
scoreLine = -1;
}
}
}
}
}
}