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- #region File Description
- //-----------------------------------------------------------------------------
- // Game.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- #if ANDROID
- using Android.App;
- #endif
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Input.Touch;
- using Microsoft.Xna.Framework.Storage;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Media;
- #endregion
- namespace ChaseAndEvade
- {
- /// <summary>
- /// Sample showing how to implement simple chase, evade, and wander AI behaviors.
- /// The behaviors are based on the TurnToFace function, which was explained in
- /// AI Sample 1: Aiming.
- /// </summary>
- public class ChaseAndEvadeGame : Game
- {
- /// <summary>
- /// TankAiState is used to keep track of what the tank is currently doing.
- /// </summary>
- enum TankAiState
- {
- // chasing the cat
- Chasing,
- // the tank has gotten close enough that the cat that it can stop chasing it
- Caught,
- // the tank can't "see" the cat, and is wandering around.
- Wander
- }
- /// <summary>
- /// MouseAiState is used to keep track of what the mouse is currently doing.
- /// </summary>
- enum MouseAiState
- {
- // evading the cat
- Evading,
- // the mouse can't see the "cat", and it's wandering around.
- Wander
- }
- #region Constants
- // The following values control the different characteristics of the characters
- // in this sample, including their speed, turning rates. distances are specified
- // in pixels, angles are specified in radians.
- // how fast can the cat move?
- const float MaxCatSpeed = 7.5f;
- // how fast can the tank move?
- const float MaxTankSpeed = 5.0f;
- // how fast can he turn?
- const float TankTurnSpeed = 0.10f;
- // this value controls the distance at which the tank will start to chase the
- // cat.
- const float TankChaseDistance = 250.0f;
- // TankCaughtDistance controls the distance at which the tank will stop because
- // he has "caught" the cat.
- const float TankCaughtDistance = 60.0f;
- // this constant is used to avoid hysteresis, which is common in ai programming.
- // see the doc for more details.
- const float TankHysteresis = 15.0f;
- // how fast can the mouse move?
- const float MaxMouseSpeed = 8.5f;
- // and how fast can it turn?
- const float MouseTurnSpeed = 0.20f;
- // MouseEvadeDistance controls the distance at which the mouse will flee from
- // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will
- // consider himself safe.
- const float MouseEvadeDistance = 200.0f;
- // this constant is similar to TankHysteresis. The value is larger than the
- // tank's hysteresis value because the mouse is faster than the tank: with a
- // higher velocity, small fluctuations are much more visible.
- const float MouseHysteresis = 60.0f;
- #endregion
- #region Fields
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- SpriteFont spriteFont;
- Texture2D tankTexture;
- Vector2 tankTextureCenter;
- Vector2 tankPosition;
- TankAiState tankState = TankAiState.Wander;
- float tankOrientation;
- Vector2 tankWanderDirection;
- Texture2D catTexture;
- Vector2 catTextureCenter;
- Vector2 catPosition;
- Texture2D mouseTexture;
- Vector2 mouseTextureCenter;
- Vector2 mousePosition;
- MouseAiState mouseState = MouseAiState.Wander;
- float mouseOrientation;
- Vector2 mouseWanderDirection;
- Random random = new Random ();
- #endregion
- #region Initialization
- public ChaseAndEvadeGame ()
- {
- graphics = new GraphicsDeviceManager (this);
-
- Content.RootDirectory = "Content";
- #if WINDOWS_PHONE
- graphics.SupportedOrientations = DisplayOrientation.Portrait;
- graphics.PreferredBackBufferWidth = 480;
- graphics.PreferredBackBufferHeight = 800;
-
- TargetElapsedTime = TimeSpan.FromTicks(333333);
- #elif !MONOMAC
-
- graphics.PreferredBackBufferWidth = 320;
- graphics.PreferredBackBufferHeight = 480;
- #endif
- #if WINDOWS || MONOMAC || LINUX
- graphics.IsFullScreen = false;
- #else
- graphics.IsFullScreen = true;
- #endif
- }
- /// <summary>
- /// Overridden from the base Game.Initialize. Once the GraphicsDevice is setup,
- /// we'll use the viewport to initialize some values.
- /// </summary>
- protected override void Initialize ()
- {
- base.Initialize ();
- // once base.Initialize has finished, the GraphicsDevice will have been
- // created, and we'll know how big the Viewport is. We want the tank, cat
- // and mouse to be spread out across the screen, so we'll use the viewport
- // to figure out where they should be.
- Viewport vp = graphics.GraphicsDevice.Viewport;
- tankPosition = new Vector2 (vp.Width / 4, vp.Height / 2);
- catPosition = new Vector2 (vp.Width / 2, vp.Height / 2);
- mousePosition = new Vector2 (3 * vp.Width / 4, vp.Height / 2);
- }
- /// <summary>
- /// Load your graphics content.
- /// </summary>
- protected override void LoadContent ()
- {
- // create a SpriteBatch, and load the textures and font that we'll need
- // during the game.
- spriteBatch = new SpriteBatch (graphics.GraphicsDevice);
- spriteFont = Content.Load<SpriteFont> ("Arial");
- tankTexture = Content.Load<Texture2D> ("tank");
- catTexture = Content.Load<Texture2D> ("cat");
- mouseTexture = Content.Load<Texture2D> ("mouse");
- // once all the content is loaded, we can calculate the centers of each
- // of the textures that we loaded. Just like in the previous sample in
- // this series, the aiming sample, we want spriteBatch to draw the
- // textures centered on their position vectors. SpriteBatch.Draw will
- // center the sprite on the vector that we pass in as the "origin"
- // parameter, so we'll just calculate that to be the middle of
- // the texture.
- tankTextureCenter =
- new Vector2 (tankTexture.Width / 2, tankTexture.Height / 2);
- catTextureCenter =
- new Vector2 (catTexture.Width / 2, catTexture.Height / 2);
- mouseTextureCenter =
- new Vector2 (mouseTexture.Width / 2, mouseTexture.Height / 2);
- }
- #endregion
- #region Update and Draw
- /// <summary>
- /// Allows the game to run logic.
- /// </summary>
- protected override void Update (GameTime gameTime)
- {
- // handle input will read the controller input, and update the cat
- // to move according to the user's whim.
- HandleInput ();
- // UpdateTank will run the AI code that controls the tank's movement...
- UpdateTank ();
- // ... and UpdateMouse does the same thing for the mouse.
- UpdateMouse ();
- // Once we've finished that, we'll use the ClampToViewport helper function
- // to clamp everyone's position so that they stay on the screen.
- tankPosition = ClampToViewport (tankPosition);
- catPosition = ClampToViewport (catPosition);
- mousePosition = ClampToViewport (mousePosition);
- base.Update (gameTime);
- }
- /// <summary>
- /// This function takes a Vector2 as input, and returns that vector "clamped"
- /// to the current graphics viewport. We use this function to make sure that
- /// no one can go off of the screen.
- /// </summary>
- /// <param name="vector">an input vector</param>
- /// <returns>the input vector, clamped between the minimum and maximum of the
- /// viewport.</returns>
- private Vector2 ClampToViewport (Vector2 vector)
- {
- Viewport vp = graphics.GraphicsDevice.Viewport;
- vector.X = MathHelper.Clamp (vector.X, vp.X, vp.X + vp.Width);
- vector.Y = MathHelper.Clamp (vector.Y, vp.Y, vp.Y + vp.Height);
- return vector;
- }
- /// <summary>
- /// This function contains the code that controls the mouse. It decides what the
- /// mouse should do based on the position of the cat: if the cat is too close,
- /// it will attempt to flee. Otherwise, it will idly wander around the screen.
- ///
- /// </summary>
- private void UpdateMouse ()
- {
- // first, calculate how far away the mouse is from the cat, and use that
- // information to decide how to behave. If they are too close, the mouse
- // will switch to "active" mode - fleeing. if they are far apart, the mouse
- // will switch to "idle" mode, where it roams around the screen.
- // we use a hysteresis constant in the decision making process, as described
- // in the accompanying doc file.
- float distanceFromCat = Vector2.Distance (mousePosition, catPosition);
- // the cat is a safe distance away, so the mouse should idle:
- if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) {
- mouseState = MouseAiState.Wander;
- }
- // the cat is too close; the mouse should run:
- else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) {
- mouseState = MouseAiState.Evading;
- }
- // if neither of those if blocks hit, we are in the "hysteresis" range,
- // and the mouse will continue doing whatever it is doing now.
- // the mouse will move at a different speed depending on what state it
- // is in. when idle it won't move at full speed, but when actively evading
- // it will move as fast as it can. this variable is used to track which
- // speed the mouse should be moving.
- float currentMouseSpeed;
- // the second step of the Update is to change the mouse's orientation based
- // on its current state.
- if (mouseState == MouseAiState.Evading) {
- // If the mouse is "active," it is trying to evade the cat. The evasion
- // behavior is accomplished by using the TurnToFace function to turn
- // towards a point on a straight line facing away from the cat. In other
- // words, if the cat is point A, and the mouse is point B, the "seek
- // point" is C.
- // C
- // B
- // A
- Vector2 seekPosition = 2 * mousePosition - catPosition;
- // Use the TurnToFace function, which we introduced in the AI Series 1:
- // Aiming sample, to turn the mouse towards the seekPosition. Now when
- // the mouse moves forward, it'll be trying to move in a straight line
- // away from the cat.
- mouseOrientation = TurnToFace (mousePosition, seekPosition,
- mouseOrientation, MouseTurnSpeed);
- // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast
- // as it can.
- currentMouseSpeed = MaxMouseSpeed;
- } else {
- // if the mouse isn't trying to evade the cat, it should just meander
- // around the screen. we'll use the Wander function, which the mouse and
- // tank share, to accomplish this. mouseWanderDirection and
- // mouseOrientation are passed by ref so that the wander function can
- // modify them. for more information on ref parameters, see
- // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx
- Wander (mousePosition, ref mouseWanderDirection, ref mouseOrientation,
- MouseTurnSpeed);
- // if the mouse is wandering, it should only move at 25% of its maximum
- // speed.
- currentMouseSpeed = .25f * MaxMouseSpeed;
- }
- // The final step is to move the mouse forward based on its current
- // orientation. First, we construct a "heading" vector from the orientation
- // angle. To do this, we'll use Cosine and Sine to tell us the x and y
- // components of the heading vector. See the accompanying doc for more
- // information.
- Vector2 heading = new Vector2 (
- (float)Math.Cos (mouseOrientation), (float)Math.Sin (mouseOrientation));
- // by multiplying the heading and speed, we can get a velocity vector. the
- // velocity vector is then added to the mouse's current position, moving him
- // forward.
- mousePosition += heading * currentMouseSpeed;
- }
- /// <summary>
- /// UpdateTank runs the AI code that will update the tank's orientation and
- /// position. It is very similar to UpdateMouse, but is slightly more
- /// complicated: where mouse only has two states, idle and active, the Tank has
- /// three.
- /// </summary>
- private void UpdateTank ()
- {
- // However, the tank's behavior is more complicated than the mouse's, and so
- // the decision making process is a little different.
- // First we have to use the current state to decide what the thresholds are
- // for changing state, as described in the doc.
- float tankChaseThreshold = TankChaseDistance;
- float tankCaughtThreshold = TankCaughtDistance;
- // if the tank is idle, he prefers to stay idle. we do this by making the
- // chase distance smaller, so the tank will be less likely to begin chasing
- // the cat.
- if (tankState == TankAiState.Wander) {
- tankChaseThreshold -= TankHysteresis / 2;
- }
- // similarly, if the tank is active, he prefers to stay active. we
- // accomplish this by increasing the range of values that will cause the
- // tank to go into the active state.
- else if (tankState == TankAiState.Chasing) {
- tankChaseThreshold += TankHysteresis / 2;
- tankCaughtThreshold -= TankHysteresis / 2;
- }
- // the same logic is applied to the finished state.
- else if (tankState == TankAiState.Caught) {
- tankCaughtThreshold += TankHysteresis / 2;
- }
- // Second, now that we know what the thresholds are, we compare the tank's
- // distance from the cat against the thresholds to decide what the tank's
- // current state is.
- float distanceFromCat = Vector2.Distance (tankPosition, catPosition);
- if (distanceFromCat > tankChaseThreshold) {
- // just like the mouse, if the tank is far away from the cat, it should
- // idle.
- tankState = TankAiState.Wander;
- } else if (distanceFromCat > tankCaughtThreshold) {
- tankState = TankAiState.Chasing;
- } else {
- tankState = TankAiState.Caught;
- }
- // Third, once we know what state we're in, act on that state.
- float currentTankSpeed;
- if (tankState == TankAiState.Chasing) {
- // the tank wants to chase the cat, so it will just use the TurnToFace
- // function to turn towards the cat's position. Then, when the tank
- // moves forward, he will chase the cat.
- tankOrientation = TurnToFace (tankPosition, catPosition, tankOrientation,
- TankTurnSpeed);
- currentTankSpeed = MaxTankSpeed;
- } else if (tankState == TankAiState.Wander) {
- // wander works just like the mouse's.
- Wander (tankPosition, ref tankWanderDirection, ref tankOrientation,
- TankTurnSpeed);
- currentTankSpeed = .25f * MaxTankSpeed;
- } else {
- // this part is different from the mouse. if the tank catches the cat,
- // it should stop. otherwise it will run right by, then spin around and
- // try to catch it all over again. The end result is that it will kind
- // of "run laps" around the cat, which looks funny, but is not what
- // we're after.
- currentTankSpeed = 0.0f;
- }
- // this calculation is also just like the mouse's: we construct a heading
- // vector based on the tank's orientation, and then make the tank move along
- // that heading.
- Vector2 heading = new Vector2 (
- (float)Math.Cos (tankOrientation), (float)Math.Sin (tankOrientation));
- tankPosition += heading * currentTankSpeed;
- }
- /// <summary>
- /// Wander contains functionality that is shared between both the mouse and the
- /// tank, and does just what its name implies: makes them wander around the
- /// screen. The specifics of the function are described in more detail in the
- /// accompanying doc.
- /// </summary>
- /// <param name="position">the position of the character that is wandering
- /// </param>
- /// <param name="wanderDirection">the direction that the character is currently
- /// wandering. this parameter is passed by reference because it is an input and
- /// output parameter: Wander accepts it as input, and will update it as well.
- /// </param>
- /// <param name="orientation">the character's orientation. this parameter is
- /// also passed by reference and is an input/output parameter.</param>
- /// <param name="turnSpeed">the character's maximum turning speed.</param>
- private void Wander (Vector2 position, ref Vector2 wanderDirection,
- ref float orientation, float turnSpeed)
- {
- // The wander effect is accomplished by having the character aim in a random
- // direction. Every frame, this random direction is slightly modified.
- // Finally, to keep the characters on the center of the screen, we have them
- // turn to face the screen center. The further they are from the screen
- // center, the more they will aim back towards it.
- // the first step of the wander behavior is to use the random number
- // generator to offset the current wanderDirection by some random amount.
- // .25 is a bit of a magic number, but it controls how erratic the wander
- // behavior is. Larger numbers will make the characters "wobble" more,
- // smaller numbers will make them more stable. we want just enough
- // wobbliness to be interesting without looking odd.
- wanderDirection.X +=
- MathHelper.Lerp (-.25f, .25f, (float)random.NextDouble ());
- wanderDirection.Y +=
- MathHelper.Lerp (-.25f, .25f, (float)random.NextDouble ());
- // we'll renormalize the wander direction, ...
- if (wanderDirection != Vector2.Zero) {
- wanderDirection.Normalize ();
- }
- // ... and then turn to face in the wander direction. We don't turn at the
- // maximum turning speed, but at 15% of it. Again, this is a bit of a magic
- // number: it works well for this sample, but feel free to tweak it.
- orientation = TurnToFace (position, position + wanderDirection, orientation,
- .15f * turnSpeed);
- // next, we'll turn the characters back towards the center of the screen, to
- // prevent them from getting stuck on the edges of the screen.
- Vector2 screenCenter = Vector2.Zero;
- screenCenter.X = graphics.GraphicsDevice.Viewport.Width / 2;
- screenCenter.Y = graphics.GraphicsDevice.Viewport.Height / 2;
- // Here we are creating a curve that we can apply to the turnSpeed. This
- // curve will make it so that if we are close to the center of the screen,
- // we won't turn very much. However, the further we are from the screen
- // center, the more we turn. At most, we will turn at 30% of our maximum
- // turn speed. This too is a "magic number" which works well for the sample.
- // Feel free to play around with this one as well: smaller values will make
- // the characters explore further away from the center, but they may get
- // stuck on the walls. Larger numbers will hold the characters to center of
- // the screen. If the number is too large, the characters may end up
- // "orbiting" the center.
- float distanceFromScreenCenter = Vector2.Distance (screenCenter, position);
- float MaxDistanceFromScreenCenter =
- Math.Min (screenCenter.Y, screenCenter.X);
- float normalizedDistance =
- distanceFromScreenCenter / MaxDistanceFromScreenCenter;
- float turnToCenterSpeed = .3f * normalizedDistance * normalizedDistance *
- turnSpeed;
- // once we've calculated how much we want to turn towards the center, we can
- // use the TurnToFace function to actually do the work.
- orientation = TurnToFace (position, screenCenter, orientation,
- turnToCenterSpeed);
- }
- /// <summary>
- /// Calculates the angle that an object should face, given its position, its
- /// target's position, its current angle, and its maximum turning speed.
- /// </summary>
- private static float TurnToFace (Vector2 position, Vector2 faceThis,
- float currentAngle, float turnSpeed)
- {
- // consider this diagram:
- // B
- // /|
- // / |
- // / | y
- // / o |
- // A--------
- // x
- //
- // where A is the position of the object, B is the position of the target,
- // and "o" is the angle that the object should be facing in order to
- // point at the target. we need to know what o is. using trig, we know that
- // tan(theta) = opposite / adjacent
- // tan(o) = y / x
- // if we take the arctan of both sides of this equation...
- // arctan( tan(o) ) = arctan( y / x )
- // o = arctan( y / x )
- // so, we can use x and y to find o, our "desiredAngle."
- // x and y are just the differences in position between the two objects.
- float x = faceThis.X - position.X;
- float y = faceThis.Y - position.Y;
- // we'll use the Atan2 function. Atan will calculates the arc tangent of
- // y / x for us, and has the added benefit that it will use the signs of x
- // and y to determine what cartesian quadrant to put the result in.
- // http://msdn2.microsoft.com/en-us/library/system.math.atan2.aspx
- float desiredAngle = (float)Math.Atan2 (y, x);
- // so now we know where we WANT to be facing, and where we ARE facing...
- // if we weren't constrained by turnSpeed, this would be easy: we'd just
- // return desiredAngle.
- // instead, we have to calculate how much we WANT to turn, and then make
- // sure that's not more than turnSpeed.
- // first, figure out how much we want to turn, using WrapAngle to get our
- // result from -Pi to Pi ( -180 degrees to 180 degrees )
- float difference = WrapAngle (desiredAngle - currentAngle);
- // clamp that between -turnSpeed and turnSpeed.
- difference = MathHelper.Clamp (difference, -turnSpeed, turnSpeed);
- // so, the closest we can get to our target is currentAngle + difference.
- // return that, using WrapAngle again.
- return WrapAngle (currentAngle + difference);
- }
- /// <summary>
- /// Returns the angle expressed in radians between -Pi and Pi.
- /// <param name="radians">the angle to wrap, in radians.</param>
- /// <returns>the input value expressed in radians from -Pi to Pi.</returns>
- /// </summary>
- private static float WrapAngle (float radians)
- {
- while (radians < -MathHelper.Pi) {
- radians += MathHelper.TwoPi;
- }
- while (radians > MathHelper.Pi) {
- radians -= MathHelper.TwoPi;
- }
- return radians;
- }
- /// <summary>
- /// This is called when the game should draw itself. Nothing too fancy in here,
- /// we'll just call Begin on the SpriteBatch, and then draw the tank, cat, and
- /// mouse, and some overlay text. Once we're finished drawing, we'll call
- /// SpriteBatch.End.
- /// </summary>
- protected override void Draw (GameTime gameTime)
- {
- GraphicsDevice device = graphics.GraphicsDevice;
- device.Clear (Color.CornflowerBlue);
- spriteBatch.Begin ();
- // draw the tank, cat and mouse...
- spriteBatch.Draw (tankTexture, tankPosition, null, Color.White,
- tankOrientation, tankTextureCenter, 1.0f, SpriteEffects.None, 0.0f);
- spriteBatch.Draw (catTexture, catPosition, null, Color.White,
- 0.0f, catTextureCenter, 1.0f, SpriteEffects.None, 0.0f);
- spriteBatch.Draw (mouseTexture, mousePosition, null, Color.White,
- mouseOrientation, mouseTextureCenter, 1.0f, SpriteEffects.None, 0.0f);
- // and then draw some text showing the tank's and mouse's current state.
- // to make the text stand out more, we'll draw the text twice, once black
- // and once white, to create a drop shadow effect.
- Vector2 shadowOffset = Vector2.One;
- spriteBatch.DrawString (spriteFont, "Tank State: \n" + tankState.ToString (),
- new Vector2 (10, 10) + shadowOffset, Color.Black);
- spriteBatch.DrawString (spriteFont, "Tank State: \n" + tankState.ToString (),
- new Vector2 (10, 10), Color.White);
- spriteBatch.DrawString (spriteFont, "Mouse State: \n" + mouseState.ToString (),
- new Vector2 (10, 90) + shadowOffset, Color.Black);
- spriteBatch.DrawString (spriteFont, "Mouse State: \n" + mouseState.ToString (),
- new Vector2 (10, 90), Color.White);
- spriteBatch.End ();
- base.Draw (gameTime);
- }
- #endregion
- #region Handle Input
- /// <summary>
- /// Handles input for quitting the game.
- /// </summary>
- void HandleInput ()
- {
- #if WINDOWS_PHONE
- KeyboardState currentKeyboardState = new KeyboardState();
- #else
- KeyboardState currentKeyboardState = Keyboard.GetState ();
- MouseState currentMouseState = Mouse.GetState ();
- #endif
-
- #if IPHONE || PSM
- GamePadState currentGamePadState = GamePad.GetState (PlayerIndex.One);
- // Check for exit.
- if (currentKeyboardState.IsKeyDown (Keys.Escape) ||
- currentGamePadState.Buttons.Back == ButtonState.Pressed) {
- Exit ();
- }
- #else
- // Check for exit.
- if (currentKeyboardState.IsKeyDown (Keys.Escape)) {
- Exit ();
- }
-
- #endif
- // check to see if the user wants to move the cat. we'll create a vector
- // called catMovement, which will store the sum of all the user's inputs.
- Vector2 catMovement = Vector2.Zero;
- //Move toward the touch point. We slow down the cat when it gets within a distance of MaxCatSpeed to the touch point.
- float smoothStop = 1;
-
- #if IPHONE || PSM
- // check to see if the user wants to move the cat. we'll create a vector
- // called catMovement, which will store the sum of all the user's inputs.
- catMovement = currentGamePadState.ThumbSticks.Left;
- // flip y: on the thumbsticks, down is -1, but on the screen, down is bigger
- // numbers.
- catMovement.Y *= -1;
- if (currentKeyboardState.IsKeyDown (Keys.Left) ||
- currentGamePadState.DPad.Left == ButtonState.Pressed) {
- catMovement.X -= 1.0f;
- }
- if (currentKeyboardState.IsKeyDown (Keys.Right) ||
- currentGamePadState.DPad.Right == ButtonState.Pressed) {
- catMovement.X += 1.0f;
- }
- if (currentKeyboardState.IsKeyDown (Keys.Up) ||
- currentGamePadState.DPad.Up == ButtonState.Pressed) {
- catMovement.Y -= 1.0f;
- }
- if (currentKeyboardState.IsKeyDown (Keys.Down) ||
- currentGamePadState.DPad.Down == ButtonState.Pressed) {
- catMovement.Y += 1.0f;
- }
-
- TouchCollection currentTouchCollection = TouchPanel.GetState();
-
- // TODO if (currentTouchCollection != null )
- {
- if (currentTouchCollection.Count > 0)
- {
- Vector2 touchPosition = currentTouchCollection[0].Position;
- if (touchPosition != catPosition)
- {
- catMovement = touchPosition - catPosition;
- float delta = MaxCatSpeed - MathHelper.Clamp(catMovement.Length(), 0, MaxCatSpeed);
- smoothStop = 1 - delta / MaxCatSpeed;
- }
- }
- }
- #else
- if (currentKeyboardState.IsKeyDown (Keys.Left)) {
- catMovement.X -= 1.0f;
- }
- if (currentKeyboardState.IsKeyDown (Keys.Right)) {
- catMovement.X += 1.0f;
- }
- if (currentKeyboardState.IsKeyDown (Keys.Up)) {
- catMovement.Y -= 1.0f;
- }
- if (currentKeyboardState.IsKeyDown (Keys.Down)) {
- catMovement.Y += 1.0f;
- }
- Vector2 mousePosition = new Vector2 (currentMouseState.X, currentMouseState.Y);
- if (currentMouseState.LeftButton == ButtonState.Pressed && mousePosition != catPosition) {
- catMovement = mousePosition - catPosition;
- float delta = MaxCatSpeed - MathHelper.Clamp (catMovement.Length (), 0, MaxCatSpeed);
- smoothStop = 1 - delta / MaxCatSpeed;
- }
- #endif
- // normalize the user's input, so the cat can never be going faster than
- // CatSpeed.
- if (catMovement != Vector2.Zero) {
- catMovement.Normalize ();
- }
- catPosition += catMovement * MaxCatSpeed * smoothStop;
- }
- #endregion
- }
- }
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