Sprite.cs 3.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using Microsoft.Xna.Framework;
  7. using Microsoft.Xna.Framework.Graphics;
  8. namespace Tutorial021.Sprites
  9. {
  10. public enum CollisionTypes
  11. {
  12. None,
  13. Full,
  14. Top,
  15. }
  16. public class Sprite : Component
  17. {
  18. protected float _layer { get; set; }
  19. protected Vector2 _origin { get; set; }
  20. protected Vector2 _position { get; set; }
  21. protected float _rotation { get; set; }
  22. protected Texture2D _texture;
  23. protected Vector2 _velocity;
  24. public CollisionTypes CollisionType { get; set; }
  25. public Color Colour { get; set; }
  26. public float Layer
  27. {
  28. get { return _layer; }
  29. set
  30. {
  31. _layer = value;
  32. }
  33. }
  34. public Vector2 Origin
  35. {
  36. get { return _origin; }
  37. set
  38. {
  39. _origin = value;
  40. }
  41. }
  42. public Vector2 Position
  43. {
  44. get { return _position; }
  45. set
  46. {
  47. _position = value;
  48. }
  49. }
  50. public Rectangle Rectangle
  51. {
  52. get
  53. {
  54. return new Rectangle((int)Position.X - (int)Origin.X, (int)Position.Y - (int)Origin.Y, _texture.Width, _texture.Height);
  55. }
  56. }
  57. public Vector2 Centre
  58. {
  59. get
  60. {
  61. return new Vector2(Rectangle.X + Origin.X, Rectangle.Y + Origin.Y);
  62. }
  63. }
  64. public float Rotation
  65. {
  66. get { return _rotation; }
  67. set
  68. {
  69. _rotation = value;
  70. }
  71. }
  72. public Sprite(Texture2D texture)
  73. {
  74. _texture = texture;
  75. Origin = new Vector2(_texture.Width / 2, _texture.Height / 2);
  76. CollisionType = CollisionTypes.None;
  77. Colour = Color.White;
  78. }
  79. public override void Update(GameTime gameTime)
  80. {
  81. }
  82. public virtual void ApplyPhysics(GameTime gameTime)
  83. {
  84. }
  85. public virtual void OnCollide(Sprite sprite)
  86. {
  87. }
  88. public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
  89. {
  90. spriteBatch.Draw(_texture, Position, null, Colour, _rotation, Origin, 1f, SpriteEffects.None, Layer);
  91. }
  92. public bool WillIntersect(Sprite sprite)
  93. {
  94. return this.WillIntersectBottom(sprite) ||
  95. this.WillIntersectLeft(sprite) ||
  96. this.WillIntersectRight(sprite) ||
  97. this.WillIntersectTop(sprite);
  98. }
  99. public bool WillIntersectLeft(Sprite sprite)
  100. {
  101. return this.Rectangle.Right + this._velocity.X >= sprite.Rectangle.Left &&
  102. this.Rectangle.Left + this._velocity.X < sprite.Rectangle.Left &&
  103. this.Rectangle.Top /*+ this._velocity.Y */< sprite.Rectangle.Bottom &&
  104. this.Rectangle.Bottom/* + this._velocity.Y*/ > sprite.Rectangle.Top;
  105. }
  106. public bool WillIntersectRight(Sprite sprite)
  107. {
  108. return this.Rectangle.Left + this._velocity.X <= sprite.Rectangle.Right &&
  109. this.Rectangle.Right > sprite.Rectangle.Right &&
  110. this.Rectangle.Top /*+ this._velocity.Y */< sprite.Rectangle.Bottom &&
  111. this.Rectangle.Bottom/* + this._velocity.Y*/ > sprite.Rectangle.Top;
  112. }
  113. public bool WillIntersectTop(Sprite sprite)
  114. {
  115. return this.Rectangle.Bottom + this._velocity.Y >= sprite.Rectangle.Top &&
  116. this.Rectangle.Top < sprite.Rectangle.Top &&
  117. this.Rectangle.Right/* + this._velocity.X*/ > sprite.Rectangle.Left &&
  118. this.Rectangle.Left /*+ this._velocity.Y */< sprite.Rectangle.Right;
  119. }
  120. public bool WillIntersectBottom(Sprite sprite)
  121. {
  122. return this.Rectangle.Top + this._velocity.Y <= sprite.Rectangle.Bottom &&
  123. this.Rectangle.Bottom > sprite.Rectangle.Bottom &&
  124. this.Rectangle.Right/* + this._velocity.X*/ > sprite.Rectangle.Left &&
  125. this.Rectangle.Left /*+ this._velocity.Y */< sprite.Rectangle.Right;
  126. }
  127. }
  128. }