mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-29 01:32:50 +00:00
319 lines
15 KiB
C#
319 lines
15 KiB
C#
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.Things;
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using System;
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using System.Collections.Generic;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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internal class ObjEggTeleporter : GameObject
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{
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private readonly List<GameObject> _bodyObjects = new List<GameObject>();
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struct RoomState
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{
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public int Direction;
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public float Light;
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public float LightTarget;
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public bool Lit;
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}
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private RoomState[,] RoomStates = new RoomState[4, 5];
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private RoomState[,] tempRoomStates = new RoomState[4, 5];
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private int roomX;
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private int roomY;
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private int lastRoomX = 1;
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private int lastRoomY = 2;
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private float lightSpeed = 0.065f;
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private float darknessSpeed = 0.08f;
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private float tLit = 0;
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private float tDark = 1;
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private float tLightBleed = 0.845f;
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private int[] _movedPath = new int[7];
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private int _pathIndex;
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private int[] _targetPath = new int[7];
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private bool _initLight;
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private bool _foundPath;
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public ObjEggTeleporter() : base("editor egg teleport")
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{
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EditorColor = Color.Green * 0.5f;
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}
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public ObjEggTeleporter(Map.Map map, int posX, int posY) : base(map)
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{
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for (var y = 0; y < RoomStates.GetLength(1); y++)
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for (var x = 0; x < RoomStates.GetLength(0); x++)
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{
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RoomStates[x, y] = new RoomState();
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RoomStates[x, y].Light = tDark;
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RoomStates[x, y].LightTarget = tDark;
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}
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
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// 0: left; 1: up; 2: right
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// load the directions that where set at the start of the game
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var eggDirections = Game1.GameManager.SaveManager.GetString("eggDirections", "0");
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if (eggDirections == "0")
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_targetPath = new int[] { 0, 0, 1, 2, 2, 1, 0 };
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else if (eggDirections == "1")
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_targetPath = new int[] { 2, 1, 1, 2, 1, 1, 2 };
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else if (eggDirections == "2")
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_targetPath = new int[] { 0, 1, 2, 1, 0, 1, 2 };
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else
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_targetPath = new int[] { 2, 2, 2, 2, 1, 1, 1 };
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}
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private void Update()
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{
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if (!_initLight)
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InitLight();
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UpdateRoom();
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var posX = MapManager.ObjLink.EntityPosition.X;
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var posY = MapManager.ObjLink.EntityPosition.Y - 4;
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roomX = (int)((posX + 80) / Values.FieldWidth);
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roomY = (int)(posY / Values.FieldHeight);
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for (int y = 0; y < RoomStates.GetLength(1); y++)
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{
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for (int x = 0; x < RoomStates.GetLength(0); x++)
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{
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var center = new Vector2(-80 + (x + 0.5f) * Values.FieldWidth, (y + 0.5f) * Values.FieldHeight) -
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new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y - 4);
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if (x == roomX && y == roomY ||
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Values.FieldWidth / 2 - 8 < Math.Abs(center.X) && Math.Abs(center.X) < Values.FieldWidth / 2 + 8 && Math.Abs(center.Y) < 16 ||
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Values.FieldHeight / 2 - 8 < Math.Abs(center.Y) && Math.Abs(center.Y) < Values.FieldHeight / 2 + 8 && Math.Abs(center.X) < 16)
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{
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if (!RoomStates[x, y].Lit)
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{
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RoomStates[x, y].Lit = true;
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RoomStates[x, y].LightTarget = tLit;
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RoomStates[x, y].Direction = AnimationHelper.GetDirection(-new Vector2(center.X, center.Y));
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}
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}
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else
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{
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if (RoomStates[x, y].Lit)
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{
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RoomStates[x, y].Lit = false;
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RoomStates[x, y].LightTarget = tLightBleed;
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RoomStates[x, y].Direction = AnimationHelper.GetDirection(-new Vector2(center.X, center.Y));
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}
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}
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var tSpeed = RoomStates[x, y].Light < RoomStates[x, y].LightTarget ? darknessSpeed : lightSpeed;
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var newLightValue = AnimationHelper.MoveToTarget(RoomStates[x, y].Light, RoomStates[x, y].LightTarget, tSpeed * Game1.TimeMultiplier);
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if (RoomStates[x, y].Lit)
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{
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// light up the side rooms
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if (RoomStates[x, y].Direction % 2 == 0)
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{
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if (RoomStates[x, y].Light > 0.45f && newLightValue <= 0.45f)
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{
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SetRoomState(x, y - 1, tLightBleed, 3);
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SetRoomState(x, y + 1, tLightBleed, 1);
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}
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if (RoomStates[x, y].Light > 0.125f && newLightValue <= 0.125f)
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{
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SetRoomState(x + (RoomStates[x, y].Direction == 0 ? 1 : -1), y, tLightBleed, RoomStates[x, y].Direction);
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}
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}
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else if (RoomStates[x, y].Direction % 2 == 1)
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{
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if (RoomStates[x, y].Light > 0.385f && newLightValue <= 0.385f)
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{
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SetRoomState(x - 1, y, tLightBleed, 2);
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SetRoomState(x + 1, y, tLightBleed, 0);
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}
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if (RoomStates[x, y].Light > 0.175f && newLightValue <= 0.175f)
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{
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SetRoomState(x, y + (RoomStates[x, y].Direction == 1 ? 1 : -1), tLightBleed, RoomStates[x, y].Direction);
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}
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}
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}
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else
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{
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// darken the side rooms
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if (RoomStates[x, y].Direction % 2 == 0)
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{
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if (RoomStates[x, y].Light < 0.35f && newLightValue >= 0.35f)
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{
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SetRoomState(x, y - 1, tDark, 3);
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SetRoomState(x, y + 1, tDark, 1);
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}
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if (RoomStates[x, y].Light <= 0.0f && newLightValue > 0.0f)
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{
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SetRoomState(x + (RoomStates[x, y].Direction == 0 ? 1 : -1), y, tDark, RoomStates[x, y].Direction);
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}
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}
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else if (RoomStates[x, y].Direction % 2 == 1)
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{
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if (RoomStates[x, y].Light < 0.275f && newLightValue >= 0.275f)
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{
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SetRoomState(x - 1, y, tDark, 2);
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SetRoomState(x + 1, y, tDark, 0);
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}
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if (RoomStates[x, y].Light < 0.1f && newLightValue >= 0.1f)
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{
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SetRoomState(x, y + (RoomStates[x, y].Direction == 1 ? 1 : -1), tDark, RoomStates[x, y].Direction);
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}
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}
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}
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}
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}
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for (int y = 0; y < RoomStates.GetLength(1); y++)
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{
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for (int x = 0; x < RoomStates.GetLength(0); x++)
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{
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var tSpeed = RoomStates[x, y].Light < RoomStates[x, y].LightTarget ? darknessSpeed : lightSpeed;
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var newLightValue = AnimationHelper.MoveToTarget(RoomStates[x, y].Light, RoomStates[x, y].LightTarget, tSpeed * Game1.TimeMultiplier);
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RoomStates[x, y].Light = newLightValue;
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}
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}
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lastRoomX = roomX;
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lastRoomY = roomY;
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}
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private void InitLight()
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{
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_initLight = true;
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var posX = MapManager.ObjLink.EntityPosition.X;
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var posY = MapManager.ObjLink.EntityPosition.Y - 4;
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roomX = (int)((posX + 80) / Values.FieldWidth);
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roomY = (int)(posY / Values.FieldHeight);
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SetRoomState(roomX, roomY, tLit, 0);
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SetRoomState(roomX - 1, roomY, tLightBleed, 2);
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SetRoomState(roomX + 1, roomY, tLightBleed, 0);
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SetRoomState(roomX, roomY - 1, tLightBleed, 3);
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SetRoomState(roomX, roomY + 1, tLightBleed, 1);
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}
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private void SetRoomState(int xIndex, int yIndex, float light, int direction)
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{
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if (0 <= xIndex && xIndex < RoomStates.GetLength(0) &&
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0 <= yIndex && yIndex < RoomStates.GetLength(1))
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{
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RoomStates[xIndex, yIndex].LightTarget = light;
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RoomStates[xIndex, yIndex].Direction = direction;
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}
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}
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private void UpdateRoom()
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{
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var posX = MapManager.ObjLink.EntityPosition.X;
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var posY = MapManager.ObjLink.EntityPosition.Y - 4;
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roomX = (int)((posX + 80) / Values.FieldWidth);
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roomY = (int)(posY / Values.FieldHeight);
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if (roomX != lastRoomX || roomY != lastRoomY)
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{
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var direction = new Vector2(roomX, roomY) - new Vector2(lastRoomX, lastRoomY);
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var dir = AnimationHelper.GetDirection(direction);
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_movedPath[_pathIndex] = dir;
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// check if the player found the correct path
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_foundPath = true;
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for (var i = 0; i < _movedPath.Length; i++)
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if (_movedPath[(_pathIndex + i + 1) % 7] != _targetPath[i])
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{
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_foundPath = false;
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break;
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}
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_pathIndex = (_pathIndex + 1) % 7;
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}
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// offset the player to not move outside
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var dist = 16;
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// found the path?
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if (_foundPath && posY < roomY * Values.FieldHeight + dist && (roomX == 1 || roomX == 2) && roomY == 2)
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OffsetPlayer(roomX == 1 ? 0 : -1, -1);
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else if (posX < 80 + dist && roomX == 1 && (roomY == 1 || roomY == 2))
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OffsetPlayer(1, 0);
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else if (posX > 80 + Values.FieldWidth * 2 - dist && roomX == 2 && (roomY == 1 || roomY == 2))
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OffsetPlayer(-1, 0);
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else if (posY > (roomY + 1) * Values.FieldHeight - dist && roomX == 2 && (roomY == 2))
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OffsetPlayer(-1, 0);
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// make sure that the room at the bottom is always the exit room
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else if (!_foundPath && (roomX == 1 || roomX == 2) && roomY == 1 &&
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!RoomStates[roomX, roomY - 1].Lit && RoomStates[roomX, roomY - 1].Light == RoomStates[roomX, roomY - 1].LightTarget &&
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!RoomStates[roomX, roomY + 1].Lit && RoomStates[roomX, roomY + 1].Light == RoomStates[roomX, roomY + 1].LightTarget)
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OffsetPlayer(roomX == 2 ? -1 : 0, 1);
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}
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private void OffsetPlayer(int offsetX, int offsetY)
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{
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// offset the ligth map data with the player
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for (int y = 0; y < RoomStates.GetLength(1); y++)
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for (int x = 0; x < RoomStates.GetLength(0); x++)
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tempRoomStates[x, y] = RoomStates[x, y];
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for (int y = 0; y < RoomStates.GetLength(1); y++)
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for (int x = 0; x < RoomStates.GetLength(0); x++)
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RoomStates[
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(x + offsetX + RoomStates.GetLength(0)) % RoomStates.GetLength(0),
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(y + offsetY + RoomStates.GetLength(1)) % RoomStates.GetLength(1)] = tempRoomStates[x, y];
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var offset = new Vector2(offsetX * Values.FieldWidth, offsetY * Values.FieldHeight);
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MapManager.ObjLink.EntityPosition.Set(
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new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y) + offset);
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var goalPosition = Game1.GameManager.MapManager.GetCameraTarget();
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MapManager.Camera.SoftUpdate(goalPosition);
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// offset bodies
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_bodyObjects.Clear();
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Map.Objects.GetComponentList(_bodyObjects,
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(int)MapManager.ObjLink.EntityPosition.X - 200, (int)MapManager.ObjLink.EntityPosition.Y - 200, 400, 400, BodyComponent.Mask);
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foreach (var gameObject in _bodyObjects)
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if (!(gameObject is ObjLink))
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gameObject.EntityPosition.Offset(offset);
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}
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private void DrawLight(SpriteBatch spriteBatch)
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{
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, Resources.LightFadeShader, MapManager.Camera.TransformMatrix);
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for (int y = 0; y < RoomStates.GetLength(1); y++)
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{
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for (int x = 0; x < RoomStates.GetLength(0); x++)
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{
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var lightValue = RoomStates[x, y].Light;
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if (RoomStates[x, y].Direction == 0)
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spriteBatch.Draw(Resources.SprLightRoomH, new Vector2(-80 + x * Values.FieldWidth, 0 + y * Values.FieldHeight), Color.Black * lightValue);
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else if (RoomStates[x, y].Direction == 2)
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spriteBatch.Draw(Resources.SprLightRoomH, new Vector2(-80 + x * Values.FieldWidth, 0 + y * Values.FieldHeight),
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new Rectangle(0, 0, Resources.SprLightRoomH.Width, Resources.SprLightRoomH.Height), Color.Black * lightValue, 0, Vector2.Zero, 1, SpriteEffects.FlipHorizontally, 0);
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else if (RoomStates[x, y].Direction == 1)
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spriteBatch.Draw(Resources.SprLightRoomV, new Vector2(-80 + x * Values.FieldWidth, 0 + y * Values.FieldHeight),
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new Rectangle(0, 0, Resources.SprLightRoomH.Width, Resources.SprLightRoomH.Height), Color.Black * lightValue, 0, Vector2.Zero, 1, SpriteEffects.FlipVertically, 0);
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else
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spriteBatch.Draw(Resources.SprLightRoomV, new Vector2(-80 + x * Values.FieldWidth, 0 + y * Values.FieldHeight), Color.Black * lightValue);
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}
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}
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, MapManager.LightBlendState,
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MapManager.Camera.Scale >= 1 ? SamplerState.PointWrap : SamplerState.AnisotropicWrap, null, null, null, MapManager.Camera.TransformMatrix);
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}
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}
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}
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