using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace CarFire
{
///
/// A class to manage the motion of objects on a grid of cells.
/// Each update you can pass a direction and the manager will move
/// the position to that point while also enforcing a speed limit.
/// This class does not detect collisions, so care must be taken
/// to only pass directions to a walkable cell during an update.
///
public class MovementManager
{
#region Public Properties
///
/// Get the current position in map coordinates. This is the
/// smooth, interpolated set of coordinates.
///
public Vector2 Position { get { return mPosition; } }
///
/// Get the grid coordinates where the object is at or
/// is moving to.
///
public Point Coordinates { get { return mCoordinates; } }
///
/// Get and set the speed of movement in grid cells / second.
///
public float Speed;
#endregion
#region Public Methods
///
/// Construct a movement manager with the initial position of
/// the thing you want to track.
///
/// Grid coordinates.
public MovementManager(Point position)
{
mPosition = new Vector2((float)position.X, (float)position.Y);
mCoordinates = position;
mLastCoordinates = position;
Speed = 1.0f;
}
///
/// Construct a movement manager with the initial position of
/// the thing you want to track and its speed.
///
/// Grid coordinates.
/// Speed: Grid cells per second.
public MovementManager(Point position, float speed)
{
mPosition = new Vector2((float)position.X, (float)position.Y);
mCoordinates = position;
mLastCoordinates = position;
Speed = speed;
}
///
/// Update the movement manager with the timeslice and no directions.
///
/// The timeslice.
public void Update(TimeSpan timeSpan)
{
Update(timeSpan, false, false, false, false);
}
///
/// Update the movement manager with the timeslice and the directions
/// the object is supposed to go. The directions will be ignored if the
/// object is currently in transit from one cell to another.
///
/// The timeslice.
/// Want to move left.
/// Want to move right.
/// Want to move up.
/// Want to move down.
public void Update(TimeSpan timeSpan, bool moveLeft, bool moveRight, bool moveUp, bool moveDown)
{
float passedTime = (float)timeSpan.TotalSeconds;
bool requestMove = (moveLeft ^ moveRight) || (moveUp ^ moveDown);
if (!mIsMoving && requestMove)
{
UpdateCoordinates(moveLeft, moveRight, moveUp, moveDown);
mIsMoving = true;
mTimeAccumulator = passedTime;
RecalculatePosition(mTimeAccumulator / mInverseSpeed);
}
else if (mIsMoving)
{
mTimeAccumulator += passedTime;
float alpha = mTimeAccumulator / mInverseSpeed;
if (alpha >= 1.0f)
{
if (requestMove)
{
mTimeAccumulator = mTimeAccumulator - mInverseSpeed;
alpha = mTimeAccumulator / mInverseSpeed;
UpdateCoordinates(moveLeft, moveRight, moveUp, moveDown);
}
else
{
mIsMoving = false;
alpha = 1.0f;
}
}
RecalculatePosition(alpha);
}
}
///
/// Helper method to get neighbor cells from a point and directions.
///
/// The point.
/// To the left.
/// To the right.
/// Above.
/// Below.
/// The neighbor cell coordinates.
public static Point GetNeighborCell(Point point, bool left, bool right, bool up, bool down)
{
if (left) point.X--;
if (right) point.X++;
if (up) point.Y--;
if (down) point.Y++;
return point;
}
#endregion
#region Private Methods
void RecalculatePosition(float alpha)
{
Console.WriteLine("last: " + mLastCoordinates + ", now: " + mCoordinates + ", alpha: " + alpha);
mPosition.X = (float)mLastCoordinates.X + alpha * ((float)mCoordinates.X - (float)mLastCoordinates.X);
mPosition.Y = (float)mLastCoordinates.Y + alpha * ((float)mCoordinates.Y - (float)mLastCoordinates.Y);
}
void UpdateCoordinates(bool moveLeft, bool moveRight, bool moveUp, bool moveDown)
{
mLastCoordinates = mCoordinates;
mCoordinates = GetNeighborCell(mCoordinates, moveLeft, moveRight, moveUp, moveDown);
if ((moveLeft && moveUp) || (moveUp && moveRight) || (moveRight && moveDown) || (moveDown && moveLeft))
{
mInverseSpeed = 1.4f / Speed;
}
else
{
mInverseSpeed = 1.0f / Speed;
}
}
#endregion
#region Private Variables
Vector2 mPosition; // Position on the viewable map.
Point mCoordinates; // Position on the grid.
Point mLastCoordinates; // Last position on the grid.
float mInverseSpeed; // The time it takes to move from one cell to another.
float mTimeAccumulator; // Amount of time passed since last move.
bool mIsMoving; // Whether or not it is currently in the process of moving.
#endregion
}
}