LADXHD/InGame/GameObjects/Dungeon/ObjDungeonHorseHead.cs

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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.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Dungeon
{
internal class ObjDungeonHorseHead : GameObject
{
private readonly BodyComponent _body;
private readonly CSprite _cSprite;
// field that the horse head can not leave
private readonly Rectangle _fieldRectangle;
private readonly DictAtlasEntry _spriteHeadUp;
private readonly DictAtlasEntry _spriteHeadDown;
private readonly string _strKey;
private int _throwDirection;
private int _bounceCount;
private int _direction;
private bool _wasThrown;
private bool _isUp;
private bool _wasUp;
private bool _chessBounces;
public ObjDungeonHorseHead() : base("horse_head_up") { }
public ObjDungeonHorseHead(Map.Map map, int posX, int posY, string strKey, int direction) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 13, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_strKey = strKey;
_direction = direction;
_fieldRectangle = map.GetField(posX, posY, 15);
// this is the same size as the player so that it can not get thrown into the wall
_body = new BodyComponent(EntityPosition, -5, -10, 10, 10, 14)
{
CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall,
MoveCollision = Collision,
DragAir = 0.95f,
Gravity = -0.125f,
FieldRectangle = map.GetField(posX, posY, 16)
};
_spriteHeadUp = Resources.GetSprite("horse_head_up");
_spriteHeadDown = Resources.GetSprite("horse_head_down");
_cSprite = new CSprite(_spriteHeadDown, EntityPosition, new Vector2(-8, -13));
AddComponent(BodyComponent.Index, _body);
AddComponent(CarriableComponent.Index, new CarriableComponent(
new CRectangle(EntityPosition, new Rectangle(-7, -14, 14, 14)), CarryInit, CarryUpdate, CarryThrow));
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_cSprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _cSprite));
DecrementUpState();
UpdateSprite();
}
private void IncrementUpState()
{
if (string.IsNullOrEmpty(_strKey))
return;
// _strKey will get set to 1 after two horse heads stand up
var currentState = Game1.GameManager.SaveManager.GetString(_strKey);
if (currentState != "x")
Game1.GameManager.SaveManager.SetString(_strKey, "x");
else
Game1.GameManager.SaveManager.SetString(_strKey, "1");
}
private void DecrementUpState()
{
if (string.IsNullOrEmpty(_strKey))
return;
var currentState = Game1.GameManager.SaveManager.GetString(_strKey);
if (currentState == "x")
Game1.GameManager.SaveManager.SetString(_strKey, "0");
}
private void UpdateSprite()
{
var newSprite = _wasThrown || _isUp ? _spriteHeadUp : _spriteHeadDown;
_cSprite.SetSprite(newSprite);
_cSprite.DrawOffset.X = -newSprite.SourceRectangle.Width / 2;
_cSprite.SpriteEffect = SpriteEffects.None;
if (_direction == 1 || _direction == 2)
_cSprite.SpriteEffect = SpriteEffects.FlipVertically;
if (_direction >= 2)
_cSprite.SpriteEffect |= SpriteEffects.FlipHorizontally;
}
private void Update()
{
UpdateSprite();
}
private Vector3 CarryInit()
{
// the ball was picked up
_body.IsActive = false;
return new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z);
}
private bool CarryUpdate(Vector3 newPosition)
{
// if the player tries to move the head out of the field it will fall down
if (!_fieldRectangle.Contains(new Vector2(newPosition.X, newPosition.Y)))
return false;
EntityPosition.Set(new Vector3(newPosition.X, newPosition.Y, newPosition.Z + 3));
return true;
}
private void CarryThrow(Vector2 velocity)
{
_throwDirection = AnimationHelper.GetDirection(velocity);
if (velocity.Length() > 0)
{
_wasThrown = true;
_chessBounces = true;
_direction = Game1.RandomNumber.Next(1, 3);
_isUp = false;
}
_body.Velocity = new Vector3(velocity.X, velocity.Y, 0) * 1.0f;
Release();
}
private void Release()
{
_bounceCount = 0;
_body.JumpStartHeight = 0;
_body.IsGrounded = false;
_body.IsActive = true;
// we change the bounciness to make sure that we only bounce 2 times
_body.Bounciness = _chessBounces ? 0.725f : 0.0f;
}
private void Collision(Values.BodyCollision direction)
{
if ((direction & Values.BodyCollision.Floor) != 0 && _chessBounces)
{
_wasThrown = false;
_bounceCount++;
_direction = AnimationHelper.OffsetDirection(_direction, _throwDirection > 2 ? 1 : -1);
// jump to the left or right after the second bounce
var velocityDirection = _throwDirection;
if (_bounceCount == 3)
{
_chessBounces = false;
_body.Bounciness = 0;
velocityDirection =
AnimationHelper.OffsetDirection(velocityDirection, Game1.RandomNumber.Next(0, 2) * 2 - 1);
// 50% chance that the horse head will stand up after the throw
if (Game1.RandomNumber.Next(0, 4) <= 1 || _wasUp)
{
_body.Velocity = Vector3.Zero;
// not in the og game; maybe find a better sound
Game1.GameManager.PlaySoundEffect("D370-14-0E");
if (!_wasUp)
IncrementUpState();
_wasUp = true;
_isUp = true;
// make sure that the head is standing up
if (_direction == 1)
_direction = 0;
if (_direction == 2)
_direction = 3;
}
else
{
Game1.GameManager.PlaySoundEffect("D360-29-1D");
}
}
if (_bounceCount <= 3)
{
var velocity = AnimationHelper.DirectionOffset[velocityDirection];
_body.Velocity.X = velocity.X * 1.25f;
_body.Velocity.Y = velocity.Y * 1.25f;
}
}
// make sure that the throw direction gets changed so the next bounce will not go towards the wall
if ((direction & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
_throwDirection = AnimationHelper.OffsetDirection(_throwDirection, 2);
if ((direction & Values.BodyCollision.Horizontal) != 0)
_body.Velocity.X = -_body.Velocity.X * 0.65f;
if ((direction & Values.BodyCollision.Vertical) != 0)
_body.Velocity.Y = -_body.Velocity.Y * 0.65f;
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
if (_body.Velocity.Length() < 0.1f)
{
_body.Velocity.X = direction.X * 0.25f;
_body.Velocity.Y = direction.Y * 0.25f;
}
return Values.HitCollision.RepellingParticle;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
{
if (pushType == PushableComponent.PushType.Impact)
{
_body.Velocity.X = direction.X * 0.25f;
_body.Velocity.Y = direction.Y * 0.25f;
return true;
}
return false;
}
}
}