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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace TankBattleCore.Objects;

internal class Tank
{
    private const float Speed = 200;
    private const float TurnSpeed = 2; //In Rad/Sec
    private const float Scale = 0.6f;
    private const int PoweredUpShotInterval = 4;

    private Vector2 _position;
    private float _angle = 0;
    private Texture2D _bodyTexture;
    private int _numShots = 0;
    private float ShotSpeed
    {
        get
        {
            if (_numShots % PoweredUpShotInterval == PoweredUpShotInterval - 1)
            {
                return Bullet.FastSpeed;
            } else
            {
                return Bullet.SlowSpeed;
            }
        }
    }

    public Tank(Vector2 postion, Texture2D bodyTexture)
    {
        _position = postion;
        _bodyTexture = bodyTexture;
    }

    public void Update(float dt)
    {
        _position += new Vector2(MathF.Cos(_angle), MathF.Sin(_angle)) * Speed * dt;

        var keyboardState = Keyboard.GetState();
        if (keyboardState.IsKeyDown(Keys.A))
        {
            _angle -= TurnSpeed * dt;
        } else if (keyboardState.IsKeyDown(Keys.D)) {
            _angle += TurnSpeed * dt;
        }
    }

    public void Draw(SpriteBatch _spriteBatch)
    {
        _spriteBatch.Draw(
            _bodyTexture,
            _position,
            null,
            Color.White,
            _angle - MathF.PI / 2,  //Texture is rotated 90 degrees downwards
            0.5f * new Vector2(_bodyTexture.Width, _bodyTexture.Height),
            Scale,
            SpriteEffects.None,
            1.0f
        );
    }

    public BulletData GetNextShot()
    {
        var shotSpeed = ShotSpeed;
        _numShots++;

        return new BulletData
        {
            Position = _position,
            Angle = _angle,
            Speed = shotSpeed
        };
    }
}