An SDL wrapper library for .NET.
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using DotSDL.Graphics;
namespace Sample.Sprites {
public class Player : Sprite {
private const int Radius = 15;
private const int Size = 32;
private Color _color;
private int _speed;
public Player(Color color, int speed, int playerId) : base(Size, Size, playerId) {
_color = color;
_speed = speed;
Shown = true;
// Draw some really rough yet strangely lovable circles.
for(var x = Radius; x > 1; x--) {
var rX = x;
var rY = 0;
var err = 0;
while(rX >= rY) {
PlotMirroredPoints(rX, rY);
PlotMirroredPoints(rY, rX);
rY += 1;
if(err <= 0) {
err += 2 * rY + 1;
}
if(err > 0) {
rX -= 1;
err -= 2 * rX + 1;
}
}
// Increase the brightness as we move further inside.
var newR = (short)(_color.R * 1.1);
_color.R = (byte)(newR > 255 ? 255 : newR);
var newG = (short)(_color.G * 1.1);
_color.G = (byte)(newG > 255 ? 255 : newG);
var newB = (short)(_color.B * 1.1);
_color.B = (byte)(newB > 255 ? 255 : newB);
}
// Plot a little line so that we can show rotation.
for(var y = Radius; y >= 0; y--) {
Pixels[GetIndex(Radius, y)] = new Color { R = 64, G = 255, B = 64 };
}
}
public void Move(Point delta) {
// TODO: Support some basic vector arithmetic for points.
Position.X += delta.X * _speed;
Position.Y += delta.Y * _speed;
}
private void PlotMirroredPoints(int x, int y) {
Pixels[GetIndex(Radius + x, Radius + y)] = _color;
Pixels[GetIndex(Radius + x, Radius - y)] = _color;
Pixels[GetIndex(Radius - x, Radius + y)] = _color;
Pixels[GetIndex(Radius - x, Radius - y)] = _color;
}
}
}