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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
};
}
}
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