LADXHD/InGame/GameObjects/Things/ObjQuicksand.cs

64 lines
2.6 KiB
C#
Raw Normal View History

2023-12-14 22:21:22 +00:00
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using ProjectZ.Base;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
namespace ProjectZ.InGame.GameObjects.Things
{
class ObjQuicksand : GameObject
{
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly RectangleF _collisionBox;
private readonly Vector2 _direction;
private readonly int _mode;
public ObjQuicksand() : base("rollband_0") { }
public ObjQuicksand(Map.Map map, int posX, int posY, float dirX, float dirY, int mode) : base(map)
{
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 16);
_direction = new Vector2(dirX, dirY);
// mode 0: quicksand
// mode 1: only move the raft
_mode = mode;
// why was this not the full size?
//_collisionBox = new Rectangle(posX + 2, posY + 3, 12, 10);
_collisionBox = new Rectangle(posX, posY, 16, 16);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
}
private void Update()
{
// get and move the components colliding with the quicksand
_collidingObjects.Clear();
Map.Objects.GetComponentList(_collidingObjects,
(int)_collisionBox.Left, (int)_collisionBox.Top, (int)_collisionBox.Width, (int)_collisionBox.Height, BodyComponent.Mask);
foreach (var gameObject in _collidingObjects)
{
if (_mode == 1 && !(gameObject is ObjRaft))
continue;
var gameObjectBody = ((BodyComponent)gameObject.Components[BodyComponent.Index]);
if (gameObjectBody.IsActive && gameObjectBody.IsGrounded &&
_collisionBox.Intersects(gameObjectBody.BodyBox.Box.Rectangle()))
{
if (gameObjectBody.AdditionalMovementVT == Vector2.Zero)
gameObjectBody.AdditionalMovementVT = gameObjectBody.LastAdditionalMovementVT;
var distance = gameObjectBody.BodyBox.Box.Center - _collisionBox.Center;
var distanceMult = 2 - Math.Clamp(distance.Length() / 8f, 0, 2);
gameObjectBody.AdditionalMovementVT = Vector2.Lerp(gameObjectBody.AdditionalMovementVT, _direction, 0.125f * Game1.TimeMultiplier * distanceMult);
}
}
}
}
}