LADXHD/InGame/GameObjects/Dungeon/ObjDungeonTeleporter.cs

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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.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Dungeon
{
public class ObjDungeonTeleporter : GameObject
{
public Vector2 TeleportPosition;
private readonly Animator _centerAnimator;
private readonly AnimationComponent _animationComponent;
private readonly CSprite _sprite;
private readonly Rectangle _pointRectangle;
private readonly Vector2[] _pointPositions = new Vector2[4];
private readonly Point _origin;
private readonly string _teleportMap;
private readonly string _teleporterId;
private float _rotateCount;
private bool _lockTeleporter;
private bool _isColliding;
public ObjDungeonTeleporter() : base("teleporter_middle") { }
public ObjDungeonTeleporter(Map.Map map, int posX, int posY, string teleportMap, string teleporterId) : base(map)
{
_pointRectangle = Resources.SourceRectangle("teleporter_outer");
var sourceRectangle = Resources.SourceRectangle("teleporter_middle");
EntityPosition = new CPosition(posX + 8, posY + 8, 0);
EntitySize = new Rectangle(-8, -8, 16, 16);
TeleportPosition = new Vector2(EntityPosition.X, EntityPosition.Y + MapManager.ObjLink.CollisionBoxSize.Y / 2f);
_teleportMap = teleportMap;
_teleporterId = teleporterId;
_origin = new Point(posX + 8, posY + 8);
_centerAnimator = AnimatorSaveLoad.LoadAnimator("Objects/dTeleporter");
_centerAnimator.Play("idle");
_sprite = new CSprite(EntityPosition);
_animationComponent = new AnimationComponent(_centerAnimator, _sprite, Vector2.Zero);
// has the player just teleported to this teleporter?
if (teleporterId != null && MapManager.ObjLink.NextMapPositionId == teleporterId)
{
PlacePlayer();
Lock();
}
AddComponent(BaseAnimationComponent.Index, _animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBottom, EntityPosition));
AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight) { Layer = Values.LightLayer1 });
UpdatePositions();
}
public void Lock()
{
_isColliding = true;
_lockTeleporter = true;
}
private void Update()
{
// is the player close enough?
var distance = TeleportPosition - MapManager.ObjLink.EntityPosition.Position;
if (distance.Length() < 2.5f)
OnCollision();
_rotateCount -= Game1.DeltaTime;
UpdatePositions();
if (!_isColliding)
_lockTeleporter = false;
_isColliding = false;
}
private void OnCollision()
{
_isColliding = true;
if (_lockTeleporter || MapManager.ObjLink.EntityPosition.Z > 1)
return;
Game1.GameManager.PlaySoundEffect("D360-28-1C");
// teleport into a new map?
if (!string.IsNullOrEmpty(_teleportMap) && Map.MapName != _teleportMap)
{
MapManager.ObjLink.SetPosition(TeleportPosition);
MapManager.ObjLink.StartTeleportation(_teleportMap, _teleporterId);
_lockTeleporter = true;
return;
}
var teleporterList = Map.Objects.GetObjectsOfType(typeof(ObjDungeonTeleporter));
foreach (var entity in teleporterList)
{
var teleporter = ((ObjDungeonTeleporter)entity);
if (teleporter != this && teleporter._teleporterId == _teleporterId)
{
MapManager.ObjLink.SetPosition(TeleportPosition);
MapManager.ObjLink.StartTeleportation(teleporter);
_lockTeleporter = true;
break;
}
}
}
private void UpdatePositions()
{
var radiants = _rotateCount / 150f;
// rotate around the field
for (var i = 0; i < 4; i++)
{
_pointPositions[i] = new Vector2(
_origin.X + (float)(7 * Math.Sin(radiants + Math.PI / 2 * i) - 2),
_origin.Y + (float)(7 * Math.Cos(radiants + Math.PI / 2 * i)) - 2);
}
}
private void PlacePlayer()
{
//MapManager.ObjLink.SaveMap = Map.MapName;
//MapManager.ObjLink.SavePosition = TeleportPosition;
//MapManager.ObjLink.SaveDirection = 3;
MapManager.ObjLink.NextMapPositionStart = TeleportPosition;
MapManager.ObjLink.NextMapPositionEnd = TeleportPosition;
MapManager.ObjLink.TransitionInWalking = false;
MapManager.ObjLink.DirectionEntry = 3;
}
private void Draw(SpriteBatch spriteBatch)
{
_sprite.Draw(spriteBatch);
// draw the circles around
for (var i = 0; i < _pointPositions.Length; i++)
spriteBatch.Draw(Resources.SprObjects, _pointPositions[i], _pointRectangle, Color.White);
}
private void DrawLight(SpriteBatch spriteBatch)
{
DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 32, (int)EntityPosition.Y - 32, 64, 64), new Color(255, 175, 175) * 1.00f);
}
}
}