LADXHD/InGame/GameObjects/Things/ObjAnimatedTile.cs

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C#
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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjAnimatedTile : GameObject
{
public readonly CSprite Sprite;
private readonly Rectangle _sourceRectangle;
private int _currentFrame;
private float _timeCounter;
private readonly int _frames;
private readonly int _animationSpeed;
// TODO_OPT: should probably only switch the tilemap values
// one object could update a lot of tiles in the tilemap
// would be better for performance
public ObjAnimatedTile(Map.Map map, int posX, int posY,
string spriteId, int frames, int animationSpeed, bool sync, int spriteEffects, int drawLayer) : base(map)
{
var sprite = Resources.GetSprite(spriteId);
_sourceRectangle = sprite.ScaledRectangle;
SprEditorImage = sprite.Texture;
EditorIconSource = _sourceRectangle;
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, _sourceRectangle.Width, _sourceRectangle.Height);
_frames = frames;
_animationSpeed = animationSpeed;
Sprite = new CSprite(sprite.Texture, EntityPosition, _sourceRectangle, Vector2.Zero)
{
Scale = sprite.Scale,
SpriteEffect = (SpriteEffects)spriteEffects
};
AddComponent(UpdateComponent.Index, new UpdateComponent(sync ? UpdateSync : UpdateNoSync));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(Sprite, drawLayer));
// randomize the starting state of the animation
if (!sync)
RandomizeStartFrame();
}
public void RandomizeStartFrame()
{
var pX = EntityPosition.X / 200f;
var pY = EntityPosition.Y / 200f;
_timeCounter = (int)((pX * pX + pY * pY) * 30f);
while (_timeCounter >= _animationSpeed)
{
_currentFrame++;
if (_currentFrame >= _frames)
_currentFrame = 0;
_timeCounter -= _animationSpeed;
}
}
public void UpdateSync()
{
// all the animations are in sync
_currentFrame = (int)Game1.TotalGameTime %
(_frames * _animationSpeed) / _animationSpeed;
UpdateSourceRectangle();
}
public void UpdateNoSync()
{
_timeCounter += Game1.DeltaTime;
if (_timeCounter > _animationSpeed)
{
_currentFrame++;
_timeCounter -= _animationSpeed;
if (_currentFrame >= _frames)
_currentFrame = 0;
UpdateSourceRectangle();
}
}
public void UpdateSourceRectangle()
{
Sprite.SourceRectangle.X = _sourceRectangle.X + _sourceRectangle.Width * _currentFrame;
}
}
}