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using System;
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using System.Net;
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using System.Windows;
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using System.Windows.Controls;
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using System.Windows.Documents;
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using System.Windows.Ink;
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using System.Windows.Input;
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using System.Windows.Media;
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using System.Windows.Media.Animation;
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using System.Windows.Shapes;
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using System.Collections.Generic;
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using FarseerGames.FarseerPhysics.Mathematics;
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using FarseerGames.FarseerPhysics;
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using FarseerGames.FarseerPhysics.Collisions;
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namespace YYArena.Core
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{
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/// <summary>
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/// 玩家 Sprite
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/// </summary>
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public class PlayerSprite : Sprite, IFire
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{
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private List<Key> _upKeys { get; set; }
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private List<Key> _downKeys { get; set; }
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private List<Key> _leftKeys { get; set; }
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private List<Key> _rightKeys { get; set; }
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private List<Key> _fireKeys { get; set; }
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private KeyboardHandler _keyHandler;
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private IPhysicsControl _physicsControl;
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/// <summary>
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/// 构造函数
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/// </summary>
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/// <param name="physicsSimulator">PhysicsSimulator</param>
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/// <param name="physicsControl">IPhysicsControl</param>
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/// <param name="position">初始位置</param>
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/// <param name="angle">初始转角</param>
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/// <param name="originalVelocity">初始速度</param>
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/// <param name="keyboardHandler">KeyboardHandler</param>
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/// <param name="up">操作玩家向前移动的按键集合</param>
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/// <param name="down">操作玩家向后移动的按键集合</param>
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/// <param name="left">操作玩家向左转动的按键集合</param>
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/// <param name="right">操作玩家向右转动的按键集合</param>
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/// <param name="fire">操作玩家开火的按键集合</param>
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public PlayerSprite(PhysicsSimulator physicsSimulator,
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IPhysicsControl physicsControl, Vector2 position, float angle, float originalVelocity,
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KeyboardHandler keyboardHandler,
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List<Key> up, List<Key> down, List<Key> left, List<Key> right, List<Key> fire)
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: base(physicsSimulator, physicsControl, position, angle, originalVelocity)
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{
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PrevFireDateTime = DateTime.MinValue;
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MinFireInterval = 500d;
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_upKeys = up;
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_downKeys = down;
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_leftKeys = left;
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_rightKeys = right;
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_fireKeys = fire;
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_keyHandler = keyboardHandler;
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_physicsControl = physicsControl;
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CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
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}
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void CompositionTarget_Rendering( object sender, EventArgs e)
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{
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if (Enabled)
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{
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// 如果按了开火键,是否可开火
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if (_keyHandler.AnyKeyPressed(_fireKeys) && (DateTime.Now - PrevFireDateTime).TotalMilliseconds > MinFireInterval)
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{
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PrevFireDateTime = DateTime.Now;
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if (Fire != null)
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Fire( this, EventArgs.Empty);
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}
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}
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}
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public DateTime PrevFireDateTime { get; set; }
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public double MinFireInterval { get; set; }
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public event EventHandler<EventArgs> Fire;
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protected override Vector2 GetForce()
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{
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Vector2 force = Vector2.Zero;
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if (_keyHandler.AnyKeyPressed(_upKeys))
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force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation);
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if (_keyHandler.AnyKeyPressed(_downKeys))
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force += Helper.Convert2Vector(_physicsControl.ForceAmount, playerBox.Body.Rotation - Helper.Angle2Radian(180));
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// 最大线性速度限制
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if (playerBox.Body.LinearVelocity.Length() > _physicsControl.MaxLinearVelocity)
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force = Vector2.Zero;
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return force;
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}
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protected override float GetTorque()
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{
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float torque = 0;
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if (_keyHandler.AnyKeyPressed(_leftKeys))
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torque -= _physicsControl.TorqueAmount;
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if (_keyHandler.AnyKeyPressed(_rightKeys))
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torque += _physicsControl.TorqueAmount;
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// 用于修正 RotationalDragCoefficient (在没有任何 Torque 的情况下,如果转速小于 1.3 则设其为 0)
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// 如果不做此修正的话,转速小于 1.3 后还会转好长时间
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if (!_keyHandler.AnyKeyPressed(_leftKeys) && !_keyHandler.AnyKeyPressed(_rightKeys) && Math.Abs(playerBox.Body.AngularVelocity) < 1.3)
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playerBox.Body.AngularVelocity = 0;
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// 最大转速限制
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if (Math.Abs(playerBox.Body.AngularVelocity) > _physicsControl.MaxAngularVelocity)
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torque = 0;
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return torque;
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}
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}
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}