+ Game UI
This commit is contained in:
+22
-22
@@ -22,17 +22,17 @@ namespace client
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// Constructors
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public Player()
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{
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this.Position = new Vector2(0, 0);
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this.DefaultPosition = new Vector2(0, 0);
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this.width = 20;
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this.height = 100;
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this.speed = 100f;
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Position = new Vector2(0, 0);
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DefaultPosition = new Vector2(0, 0);
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width = 20;
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height = 100;
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speed = 100f;
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}
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public Player(Vector2 position, int width, int height, float speed)
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{
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this.Position = position;
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this.DefaultPosition = position;
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Position = position;
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DefaultPosition = position;
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this.width = width;
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this.height = height;
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this.speed = speed;
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@@ -41,73 +41,73 @@ namespace client
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// Update the player's position
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public Player setPos(Vector2 pos)
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{
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this.Position = pos;
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Position = pos;
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return this;
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}
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// Set | Get default player position
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public Player setDefaultPos(Vector2 pos)
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{
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this.DefaultPosition = pos;
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DefaultPosition = pos;
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return this;
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}
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public Vector2 getDefaultPos()
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{
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return this.DefaultPosition;
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return DefaultPosition;
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}
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public Player BackToDefaultPos()
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{
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this.Position = this.DefaultPosition;
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Position = DefaultPosition;
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return this;
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}
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// Set controllable by input
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public Player SetControllable(bool state)
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{
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this.canMove = state;
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canMove = state;
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return this;
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}
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// Draw player on screen
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public Player DrawPlayer(SpriteBatch spriteBatch, GraphicsDevice _graphicsDevice)
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{
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Texture2D texture = new Texture2D(_graphicsDevice, this.width, this.height);
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Color[] data = new Color[this.width * this.height];
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Texture2D texture = new Texture2D(_graphicsDevice, width, height);
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Color[] data = new Color[width * height];
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for (int i = 0; i < data.Length; ++i)
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{
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data[i] = Color.White;
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}
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texture.SetData(data);
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spriteBatch.Draw(texture, this.Position, Color.White);
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spriteBatch.Draw(texture, Position, Color.White);
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return this;
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}
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// Inputs controls
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public Player InputsControls(GameTime gameTime, float screenHeight)
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{
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if (this.canMove)
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if (canMove)
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{
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if (Keyboard.GetState().IsKeyDown(Keys.Up))
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{
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Vector2 asked = new Vector2(this.Position.X, this.Position.Y - this.speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
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Vector2 asked = new Vector2(Position.X, Position.Y - speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
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if (asked.Y <= 0)
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{
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asked.Y = 0f;
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}
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this.Position = asked;
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Position = asked;
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}
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if (Keyboard.GetState().IsKeyDown(Keys.Down))
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{
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Vector2 asked = new Vector2(this.Position.X, this.Position.Y + this.speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
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if (asked.Y >= screenHeight - this.height)
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Vector2 asked = new Vector2(Position.X, Position.Y + speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
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if (asked.Y >= screenHeight - height)
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{
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asked.Y = screenHeight - this.height;
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asked.Y = screenHeight - height;
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}
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this.Position = asked;
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Position = asked;
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}
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}
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return this;
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