LADXHD/InGame/GameObjects/NPCs/ObjTracy.cs

79 lines
2.9 KiB
C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjTracy : GameObject
{
public BodyComponent Body;
public readonly Animator Animator;
private float _lookUpdateCounter;
public ObjTracy() : base("tracy") { }
public ObjTracy(Map.Map map, int posX, int posY) : base(map)
{
Animator = AnimatorSaveLoad.LoadAnimator("NPCs/npc_tracy");
Animator.Play("idle");
// 28, 42 or 7
var price = Game1.GameManager.PieceOfPowerCount % 2 == 0 ? 0 : 1;
if (Game1.GameManager.SaveManager.GetInt("npc_tracy", 0) == 8)
price = 2;
Game1.GameManager.SaveManager.SetString("npc_tracy_price", price.ToString());
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(Animator, sprite, Vector2.Zero);
Body = new BodyComponent(EntityPosition, -8, -11, 15, 11, 8);
AddComponent(BodyComponent.Index, Body);
AddComponent(CollisionComponent.Index, new BodyCollisionComponent(Body, Values.CollisionTypes.Normal));
AddComponent(InteractComponent.Index, new InteractComponent(Body.BodyBox, Interact));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new BodyDrawComponent(Body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void Update()
{
_lookUpdateCounter += Game1.DeltaTime;
if (_lookUpdateCounter > 250)
{
_lookUpdateCounter = 0;
// look at the player
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (Math.Abs(playerDirection.X) > Math.Abs(playerDirection.Y))
{
if (playerDirection.X < 0)
Animator.Play("left");
else
Animator.Play("right");
}
else
{
Animator.Play("idle");
}
}
}
private bool Interact()
{
Game1.GameManager.StartDialogPath("npc_tracy");
return true;
}
}
}