mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
79 lines
2.9 KiB
C#
79 lines
2.9 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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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.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.NPCs
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{
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internal class ObjTracy : GameObject
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{
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public BodyComponent Body;
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public readonly Animator Animator;
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private float _lookUpdateCounter;
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public ObjTracy() : base("tracy") { }
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public ObjTracy(Map.Map map, int posX, int posY) : base(map)
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{
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Animator = AnimatorSaveLoad.LoadAnimator("NPCs/npc_tracy");
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Animator.Play("idle");
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// 28, 42 or 7
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var price = Game1.GameManager.PieceOfPowerCount % 2 == 0 ? 0 : 1;
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if (Game1.GameManager.SaveManager.GetInt("npc_tracy", 0) == 8)
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price = 2;
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Game1.GameManager.SaveManager.SetString("npc_tracy_price", price.ToString());
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(Animator, sprite, Vector2.Zero);
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Body = new BodyComponent(EntityPosition, -8, -11, 15, 11, 8);
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AddComponent(BodyComponent.Index, Body);
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AddComponent(CollisionComponent.Index, new BodyCollisionComponent(Body, Values.CollisionTypes.Normal));
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AddComponent(InteractComponent.Index, new InteractComponent(Body.BodyBox, Interact));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(Body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
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}
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private void Update()
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{
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_lookUpdateCounter += Game1.DeltaTime;
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if (_lookUpdateCounter > 250)
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{
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_lookUpdateCounter = 0;
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// look at the player
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (Math.Abs(playerDirection.X) > Math.Abs(playerDirection.Y))
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{
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if (playerDirection.X < 0)
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Animator.Play("left");
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else
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Animator.Play("right");
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}
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else
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{
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Animator.Play("idle");
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}
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}
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}
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private bool Interact()
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{
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Game1.GameManager.StartDialogPath("npc_tracy");
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return true;
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}
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}
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}
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