LADXHD/InGame/GameObjects/Things/ObjCompassSound.cs

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C#
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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.Things;
using System;
namespace ProjectZ.InGame.GameObjects.Things
{
class ObjCompassSound : GameObject
{
private Rectangle _roomRectangle;
private Vector2 _position;
private string _key;
private bool _isTriggered;
public ObjCompassSound() : base("editor compass sound") { }
public ObjCompassSound(Map.Map map, int posX, int posY, string key) : base(map)
{
_roomRectangle = map.GetField(posX, posY);
var center = _roomRectangle.Center;
_position = new Vector2(center.X, center.Y);
_key = key;
if (string.IsNullOrEmpty(key) ||
Game1.GameManager.SaveManager.GetString(_key, "0") == "1")
{
IsDead = true;
return;
}
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
}
private void Update()
{
if (!_isTriggered)
{
// player walked into the room?
if (_roomRectangle.Contains(MapManager.ObjLink.EntityPosition.Position))
{
_isTriggered = true;
// check if the player has a compass
var hasCompass = Game1.GameManager.GetItem("compass") != null;
if (hasCompass)
Game1.GameManager.PlaySoundEffect("D370-27-1B");
}
}
// reset when the player is far enough away
else
{
var distance = _position - MapManager.ObjLink.EntityPosition.Position;
if (MathF.Abs(distance.X) > Values.FieldWidth * 0.8f ||
MathF.Abs(distance.Y) > 128 * 0.8f)
_isTriggered = false;
}
}
private void KeyChanged()
{
// delete the object if the item was collected
var keyState = Game1.GameManager.SaveManager.GetString(_key, "0");
if (keyState == "1")
Map.Objects.DeleteObjects.Add(this);
}
}
}