LADXHD/InGame/GameObjects/Things/ObjBoomerang.cs

187 lines
7.1 KiB
C#
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2023-12-14 22:21:22 +00:00
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using ProjectZ.Base;
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.Things
{
internal class ObjBoomerang : GameObject
{
private readonly List<GameObject> _itemList = new List<GameObject>();
private readonly BodyComponent _body;
private readonly CBox _damageBox;
private ObjItem _item;
private Vector2 _startPosition;
private Vector2 _direction;
private bool _comingBack;
private bool _isReady = true;
public bool IsReady => _isReady;
public ObjBoomerang()
{
EntityPosition = new CPosition(0, 0, 4);
EntityPosition.AddPositionListener(typeof(ObjBoomerang), UpdateItemPosition);
EntitySize = new Rectangle(-8, -12, 16, 16);
_damageBox = new CBox(EntityPosition, -5, -5, 0, 10, 10, 4, true);
var animation = AnimatorSaveLoad.LoadAnimator("Objects/boomerang");
animation.Play("run");
_body = new BodyComponent(EntityPosition, -1, -1, 2, 2, 8)
{
IgnoresZ = true,
MoveCollision = OnCollision,
CollisionTypesIgnore = Values.CollisionTypes.ThrowWeaponIgnore,
IgnoreInsideCollision = false,
};
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(animation, sprite, new Vector2(-6, -6));
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
}
public void Reset()
{
_isReady = true;
}
public void Start(Map.Map map, Vector3 position, Vector2 direction)
{
Map = map;
EntityPosition.Set(new Vector3(position.X, position.Y, position.Z + 4));
_startPosition = new Vector2(position.X, position.Y);
_direction = direction;
_body.VelocityTarget = Vector2.Zero;
_body.CollisionTypes = Values.CollisionTypes.Normal;
// if the player is on an upper level he can shoot down through walls that are blocking if the is not on the upper level
_body.Level = MapStates.GetLevel(MapManager.ObjLink._body.CurrentFieldState);
_comingBack = false;
_isReady = false;
_item = null;
}
private void Update()
{
// play sound effect
Game1.GameManager.PlaySoundEffect("D378-45-2D", false);
if (!_comingBack)
{
EntityPosition.Z = AnimationHelper.MoveToTarget(EntityPosition.Z, 4, 0.35f * Game1.TimeMultiplier);
var distance = (_startPosition - EntityPosition.Position).Length();
var speed = 3f - (float)Math.Sin(MathHelper.Clamp(distance / 80, 0, 1) * (Math.PI / 2));
_body.VelocityTarget = _direction * speed;
if (distance >= 80)
ComeBack();
}
else
{
EntityPosition.Z = AnimationHelper.MoveToTarget(EntityPosition.Z, 4, 1.25f * Game1.TimeMultiplier);
var direction = new Vector2(
MapManager.ObjLink.EntityPosition.Position.X,
MapManager.ObjLink.EntityPosition.Position.Y - 3) - EntityPosition.Position;
var distance = direction.Length();
var speed = 3f - (float)Math.Sin(MathHelper.Clamp(distance / 80, 0, 1) * (Math.PI / 2));
speed = Math.Min(speed, distance);
if (direction != Vector2.Zero)
direction.Normalize();
_body.VelocityTarget = direction * speed;
// MapManager.ObjLink.IsGrounded()
if ((Map.Is2dMap || Math.Abs(MapManager.ObjLink.EntityPosition.Z - EntityPosition.Z) <= 6) && distance < 2)
{
_isReady = true;
Map.Objects.DeleteObjects.Add(this);
}
}
CollectItem();
var collision = Map.Objects.Hit(this, EntityPosition.Position, _damageBox.Box, HitType.Boomerang, 32, false);
if (!_comingBack &&
(collision & (Values.HitCollision.Blocking | Values.HitCollision.Repelling | Values.HitCollision.Enemy)) != 0)
{
var particle = (collision & Values.HitCollision.Repelling) != 0;
ComeBack(particle);
}
}
private void CollectItem()
{
if (_item != null && !_item.Collected)
return;
_item = null;
_itemList.Clear();
Map.Objects.GetComponentList(_itemList, (int)_damageBox.Box.X, (int)_damageBox.Box.Y,
(int)_damageBox.Box.Width, (int)_damageBox.Box.Height, CollisionComponent.Mask);
// check if an item was found
foreach (var gameObject in _itemList)
{
var collidingBox = Box.Empty;
var collisionObject = gameObject.Components[CollisionComponent.Index] as CollisionComponent;
if ((collisionObject.CollisionType & Values.CollisionTypes.Item) != 0 &&
collisionObject.Collision(_damageBox.Box, 0, 0, ref collidingBox))
{
var newItem = (ObjItem)collisionObject.Owner;
if (!newItem.Collected)
{
_item = newItem;
_item.InitCollection();
}
}
}
}
private void UpdateItemPosition(CPosition position)
{
_item?.EntityPosition.Set(new Vector3(position.X, position.Y + 4, position.Z));
}
private void OnCollision(Values.BodyCollision collision)
{
ComeBack(true);
}
private void ComeBack(bool particle = false)
{
if (particle)
{
var animation = new ObjAnimator(Map, 0, 0, Values.LayerTop, "Particles/swordPoke", "run", true);
animation.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z));
Map.Objects.SpawnObject(animation);
Game1.GameManager.PlaySoundEffect("D360-07-07");
}
_comingBack = true;
_body.CollisionTypes = Values.CollisionTypes.None;
}
}
}