LADXHD/InGame/Overlay/PhotoOverlay.cs

201 lines
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C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.Controls;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.Overlay
{
// TODO: add button hints and maybe dialog box with the original text?
class PhotoOverlay
{
private DictAtlasEntry _spriteBook;
private DictAtlasEntry _spriteCursor;
private DictAtlasEntry _spriteNop;
private DictAtlasEntry _spriteOk;
private DictAtlasEntry[] _spritePhotos = new DictAtlasEntry[12];
private bool[] _unlockState = new bool[12];
private int _cursorIndex;
private float _transitionValue;
private float _transitionCounter;
private const float TransitionTimeOpen = 125;
private const float TransitionTimeClose = 125;
private bool _isShowingImage;
private float _cursorState;
private float _cursorCounter;
private float _cursorTime = 200f;
private bool _cursorPressed;
public void Load()
{
_spriteBook = Resources.GetSprite("photo_book");
_spriteCursor = Resources.GetSprite("photo_cursor");
_spriteNop = Resources.GetSprite("photo_no");
_spriteOk = Resources.GetSprite("photo_ok");
for (var i = 0; i < 12; i++)
_spritePhotos[i] = Resources.GetSprite("photo_" + (i + 1));
}
public void OnOpen()
{
// check the state of the discovered photos
_isShowingImage = false;
_transitionCounter = 0;
_transitionValue = 0;
for (var i = 0; i < 12; i++)
_unlockState[i] = !string.IsNullOrEmpty(Game1.GameManager.SaveManager.GetString("photo_" + (i + 1)));
// set to alt image or not?
var altPhoto = Game1.GameManager.SaveManager.GetString("photo_1_alt");
var useAltPhoto = !string.IsNullOrEmpty(altPhoto);
_spritePhotos[0] = Resources.GetSprite(useAltPhoto ? "photo_1_alt" : "photo_1");
}
public void Update()
{
// convert the index into a 2d position
var cursorPoint = CursorPosition(_cursorIndex);
if (!_isShowingImage)
{
if (ControlHandler.ButtonPressed(CButtons.A))
{
_cursorPressed = true;
// very important if the player is spamming the a button to have a nice animation
if (_cursorCounter > _cursorTime / 2)
_cursorCounter = _cursorTime - _cursorCounter;
if (_unlockState[_cursorIndex])
_isShowingImage = true;
}
else
{
if (ControlHandler.ButtonPressed(CButtons.Left))
cursorPoint.X--;
if (ControlHandler.ButtonPressed(CButtons.Right))
cursorPoint.X++;
if (ControlHandler.ButtonPressed(CButtons.Up))
cursorPoint.Y--;
if (ControlHandler.ButtonPressed(CButtons.Down))
cursorPoint.Y++;
if (cursorPoint.X < 0)
cursorPoint.X += 4;
if (cursorPoint.X > 3)
cursorPoint.X -= 4;
if (cursorPoint.Y < 0)
cursorPoint.Y += 3;
if (cursorPoint.Y > 2)
cursorPoint.Y -= 3;
}
// close the page
if (ControlHandler.ButtonPressed(CButtons.B))
Game1.GameManager.InGameOverlay.CloseOverlay();
}
else
{
if (ControlHandler.ButtonPressed(CButtons.B))
{
_isShowingImage = false;
_transitionCounter = TransitionTimeClose;
}
}
if (_isShowingImage && _transitionCounter < TransitionTimeOpen)
{
_transitionCounter += Game1.DeltaTime;
if (_transitionCounter > TransitionTimeOpen)
_transitionCounter = TransitionTimeOpen;
_transitionValue = Math.Clamp(_transitionCounter / TransitionTimeOpen, 0, 1);
}
else if (!_isShowingImage && _transitionCounter > 0)
{
_transitionCounter -= Game1.DeltaTime;
if (_transitionCounter < 0)
_transitionCounter = 0;
_transitionValue = _transitionCounter / TransitionTimeClose;
_cursorState = MathF.Sin(_transitionValue * MathF.PI * 0.5f);
}
// cursor animation
if (_cursorPressed)
{
_cursorCounter += Game1.DeltaTime;
if (_cursorCounter >= _cursorTime)
{
_cursorCounter = 0;
_cursorPressed = false;
}
_cursorState = MathF.Sin(_cursorCounter / _cursorTime * MathF.PI);
}
// converts back into index space
_cursorIndex = CursorIndex(cursorPoint);
}
private Point CursorPosition(int index)
{
return new Point(index % 2 + (index / 6) * 2, (index % 6) / 2);
}
private int CursorIndex(Point position)
{
return position.X % 2 + position.X / 2 * 6 + position.Y * 2;
}
public void Draw(SpriteBatch spriteBatch, float transparency)
{
// draw the book
var bookPosition = new Vector2(
Game1.WindowWidth / 2 - (_spriteBook.SourceRectangle.Width * Game1.UiScale) / 2,
Game1.WindowHeight / 2 - (_spriteBook.SourceRectangle.Height * Game1.UiScale) / 2);
spriteBatch.Draw(_spriteBook.Texture, bookPosition, _spriteBook.SourceRectangle,
Color.White * transparency, 0, Vector2.Zero, new Vector2(Game1.UiScale), SpriteEffects.None, 0);
// draw the images
for (var i = 0; i < 12; i++)
{
var imageSprite = _unlockState[i] ? _spriteOk : _spriteNop;
var position = bookPosition +
new Vector2(27 + (i % 2) * 32 + (i / 6) * 88, 19 + ((i % 6) / 2) * 32) * Game1.UiScale -
new Vector2(imageSprite.SourceRectangle.Width / 2, 0) * Game1.UiScale;
spriteBatch.Draw(imageSprite.Texture, position, imageSprite.SourceRectangle,
Color.White * transparency, 0, Vector2.Zero, new Vector2(Game1.UiScale), SpriteEffects.None, 0);
}
// draw the cursor
var cursorPosition = bookPosition +
new Vector2(12 + (_cursorIndex % 2) * 32 + (_cursorIndex / 6) * 88, 8 + ((_cursorIndex % 6) / 2) * 32) * Game1.UiScale +
new Vector2(21, 21) * Game1.UiScale -
new Vector2(2, 2) * Game1.UiScale * _cursorState;
spriteBatch.Draw(_spriteCursor.Texture, cursorPosition, _spriteCursor.SourceRectangle,
Color.White * transparency, 0, Vector2.Zero, new Vector2(Game1.UiScale), SpriteEffects.None, 0);
// draw the selected image
if (_transitionValue != 0)
{
var pictureStartPosition = bookPosition + new Vector2(27 + (_cursorIndex % 2) * 32 + (_cursorIndex / 6) * 88, 27 + ((_cursorIndex % 6) / 2) * 32) * Game1.UiScale;
var picturePosition = Vector2.Lerp(pictureStartPosition, new Vector2(Game1.WindowWidth / 2, Game1.WindowHeight / 2), _transitionValue);
spriteBatch.Draw(_spritePhotos[_cursorIndex].Texture, picturePosition, _spritePhotos[_cursorIndex].SourceRectangle,
Color.White * transparency * _transitionValue, 0,
new Vector2(_spritePhotos[_cursorIndex].SourceRectangle.Width / 2, _spritePhotos[_cursorIndex].SourceRectangle.Height / 2f),
new Vector2(Game1.UiScale * (0.1f + _transitionValue * 0.9f)), SpriteEffects.None, 0);
}
}
}
}