LADXHD/InGame/GameObjects/Things/ObjEggTeleporter.cs

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C#
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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.Things;
using System;
using System.Collections.Generic;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjEggTeleporter : GameObject
{
private readonly List<GameObject> _bodyObjects = new List<GameObject>();
struct RoomState
{
public int Direction;
public float Light;
public float LightTarget;
public bool Lit;
}
private RoomState[,] RoomStates = new RoomState[4, 5];
private RoomState[,] tempRoomStates = new RoomState[4, 5];
private int roomX;
private int roomY;
private int lastRoomX = 1;
private int lastRoomY = 2;
private float lightSpeed = 0.065f;
private float darknessSpeed = 0.08f;
private float tLit = 0;
private float tDark = 1;
private float tLightBleed = 0.845f;
private int[] _movedPath = new int[7];
private int _pathIndex;
private int[] _targetPath = new int[7];
private bool _initLight;
private bool _foundPath;
public ObjEggTeleporter() : base("editor egg teleport")
{
EditorColor = Color.Green * 0.5f;
}
public ObjEggTeleporter(Map.Map map, int posX, int posY) : base(map)
{
for (var y = 0; y < RoomStates.GetLength(1); y++)
for (var x = 0; x < RoomStates.GetLength(0); x++)
{
RoomStates[x, y] = new RoomState();
RoomStates[x, y].Light = tDark;
RoomStates[x, y].LightTarget = tDark;
}
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
// 0: left; 1: up; 2: right
// load the directions that where set at the start of the game
var eggDirections = Game1.GameManager.SaveManager.GetString("eggDirections", "0");
if (eggDirections == "0")
_targetPath = new int[] { 0, 0, 1, 2, 2, 1, 0 };
else if (eggDirections == "1")
_targetPath = new int[] { 2, 1, 1, 2, 1, 1, 2 };
else if (eggDirections == "2")
_targetPath = new int[] { 0, 1, 2, 1, 0, 1, 2 };
else
_targetPath = new int[] { 2, 2, 2, 2, 1, 1, 1 };
}
private void Update()
{
if (!_initLight)
InitLight();
UpdateRoom();
var posX = MapManager.ObjLink.EntityPosition.X;
var posY = MapManager.ObjLink.EntityPosition.Y - 4;
roomX = (int)((posX + 80) / Values.FieldWidth);
roomY = (int)(posY / Values.FieldHeight);
for (int y = 0; y < RoomStates.GetLength(1); y++)
{
for (int x = 0; x < RoomStates.GetLength(0); x++)
{
var center = new Vector2(-80 + (x + 0.5f) * Values.FieldWidth, (y + 0.5f) * Values.FieldHeight) -
new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y - 4);
if (x == roomX && y == roomY ||
Values.FieldWidth / 2 - 8 < Math.Abs(center.X) && Math.Abs(center.X) < Values.FieldWidth / 2 + 8 && Math.Abs(center.Y) < 16 ||
Values.FieldHeight / 2 - 8 < Math.Abs(center.Y) && Math.Abs(center.Y) < Values.FieldHeight / 2 + 8 && Math.Abs(center.X) < 16)
{
if (!RoomStates[x, y].Lit)
{
RoomStates[x, y].Lit = true;
RoomStates[x, y].LightTarget = tLit;
RoomStates[x, y].Direction = AnimationHelper.GetDirection(-new Vector2(center.X, center.Y));
}
}
else
{
if (RoomStates[x, y].Lit)
{
RoomStates[x, y].Lit = false;
RoomStates[x, y].LightTarget = tLightBleed;
RoomStates[x, y].Direction = AnimationHelper.GetDirection(-new Vector2(center.X, center.Y));
}
}
var tSpeed = RoomStates[x, y].Light < RoomStates[x, y].LightTarget ? darknessSpeed : lightSpeed;
var newLightValue = AnimationHelper.MoveToTarget(RoomStates[x, y].Light, RoomStates[x, y].LightTarget, tSpeed * Game1.TimeMultiplier);
if (RoomStates[x, y].Lit)
{
// light up the side rooms
if (RoomStates[x, y].Direction % 2 == 0)
{
if (RoomStates[x, y].Light > 0.45f && newLightValue <= 0.45f)
{
SetRoomState(x, y - 1, tLightBleed, 3);
SetRoomState(x, y + 1, tLightBleed, 1);
}
if (RoomStates[x, y].Light > 0.125f && newLightValue <= 0.125f)
{
SetRoomState(x + (RoomStates[x, y].Direction == 0 ? 1 : -1), y, tLightBleed, RoomStates[x, y].Direction);
}
}
else if (RoomStates[x, y].Direction % 2 == 1)
{
if (RoomStates[x, y].Light > 0.385f && newLightValue <= 0.385f)
{
SetRoomState(x - 1, y, tLightBleed, 2);
SetRoomState(x + 1, y, tLightBleed, 0);
}
if (RoomStates[x, y].Light > 0.175f && newLightValue <= 0.175f)
{
SetRoomState(x, y + (RoomStates[x, y].Direction == 1 ? 1 : -1), tLightBleed, RoomStates[x, y].Direction);
}
}
}
else
{
// darken the side rooms
if (RoomStates[x, y].Direction % 2 == 0)
{
if (RoomStates[x, y].Light < 0.35f && newLightValue >= 0.35f)
{
SetRoomState(x, y - 1, tDark, 3);
SetRoomState(x, y + 1, tDark, 1);
}
if (RoomStates[x, y].Light <= 0.0f && newLightValue > 0.0f)
{
SetRoomState(x + (RoomStates[x, y].Direction == 0 ? 1 : -1), y, tDark, RoomStates[x, y].Direction);
}
}
else if (RoomStates[x, y].Direction % 2 == 1)
{
if (RoomStates[x, y].Light < 0.275f && newLightValue >= 0.275f)
{
SetRoomState(x - 1, y, tDark, 2);
SetRoomState(x + 1, y, tDark, 0);
}
if (RoomStates[x, y].Light < 0.1f && newLightValue >= 0.1f)
{
SetRoomState(x, y + (RoomStates[x, y].Direction == 1 ? 1 : -1), tDark, RoomStates[x, y].Direction);
}
}
}
}
}
for (int y = 0; y < RoomStates.GetLength(1); y++)
{
for (int x = 0; x < RoomStates.GetLength(0); x++)
{
var tSpeed = RoomStates[x, y].Light < RoomStates[x, y].LightTarget ? darknessSpeed : lightSpeed;
var newLightValue = AnimationHelper.MoveToTarget(RoomStates[x, y].Light, RoomStates[x, y].LightTarget, tSpeed * Game1.TimeMultiplier);
RoomStates[x, y].Light = newLightValue;
}
}
lastRoomX = roomX;
lastRoomY = roomY;
}
private void InitLight()
{
_initLight = true;
var posX = MapManager.ObjLink.EntityPosition.X;
var posY = MapManager.ObjLink.EntityPosition.Y - 4;
roomX = (int)((posX + 80) / Values.FieldWidth);
roomY = (int)(posY / Values.FieldHeight);
SetRoomState(roomX, roomY, tLit, 0);
SetRoomState(roomX - 1, roomY, tLightBleed, 2);
SetRoomState(roomX + 1, roomY, tLightBleed, 0);
SetRoomState(roomX, roomY - 1, tLightBleed, 3);
SetRoomState(roomX, roomY + 1, tLightBleed, 1);
}
private void SetRoomState(int xIndex, int yIndex, float light, int direction)
{
if (0 <= xIndex && xIndex < RoomStates.GetLength(0) &&
0 <= yIndex && yIndex < RoomStates.GetLength(1))
{
RoomStates[xIndex, yIndex].LightTarget = light;
RoomStates[xIndex, yIndex].Direction = direction;
}
}
private void UpdateRoom()
{
var posX = MapManager.ObjLink.EntityPosition.X;
var posY = MapManager.ObjLink.EntityPosition.Y - 4;
roomX = (int)((posX + 80) / Values.FieldWidth);
roomY = (int)(posY / Values.FieldHeight);
if (roomX != lastRoomX || roomY != lastRoomY)
{
var direction = new Vector2(roomX, roomY) - new Vector2(lastRoomX, lastRoomY);
var dir = AnimationHelper.GetDirection(direction);
_movedPath[_pathIndex] = dir;
// check if the player found the correct path
_foundPath = true;
for (var i = 0; i < _movedPath.Length; i++)
if (_movedPath[(_pathIndex + i + 1) % 7] != _targetPath[i])
{
_foundPath = false;
break;
}
_pathIndex = (_pathIndex + 1) % 7;
}
// offset the player to not move outside
var dist = 16;
// found the path?
if (_foundPath && posY < roomY * Values.FieldHeight + dist && (roomX == 1 || roomX == 2) && roomY == 2)
OffsetPlayer(roomX == 1 ? 0 : -1, -1);
else if (posX < 80 + dist && roomX == 1 && (roomY == 1 || roomY == 2))
OffsetPlayer(1, 0);
else if (posX > 80 + Values.FieldWidth * 2 - dist && roomX == 2 && (roomY == 1 || roomY == 2))
OffsetPlayer(-1, 0);
else if (posY > (roomY + 1) * Values.FieldHeight - dist && roomX == 2 && (roomY == 2))
OffsetPlayer(-1, 0);
// make sure that the room at the bottom is always the exit room
else if (!_foundPath && (roomX == 1 || roomX == 2) && roomY == 1 &&
!RoomStates[roomX, roomY - 1].Lit && RoomStates[roomX, roomY - 1].Light == RoomStates[roomX, roomY - 1].LightTarget &&
!RoomStates[roomX, roomY + 1].Lit && RoomStates[roomX, roomY + 1].Light == RoomStates[roomX, roomY + 1].LightTarget)
OffsetPlayer(roomX == 2 ? -1 : 0, 1);
}
private void OffsetPlayer(int offsetX, int offsetY)
{
// offset the ligth map data with the player
for (int y = 0; y < RoomStates.GetLength(1); y++)
for (int x = 0; x < RoomStates.GetLength(0); x++)
tempRoomStates[x, y] = RoomStates[x, y];
for (int y = 0; y < RoomStates.GetLength(1); y++)
for (int x = 0; x < RoomStates.GetLength(0); x++)
RoomStates[
(x + offsetX + RoomStates.GetLength(0)) % RoomStates.GetLength(0),
(y + offsetY + RoomStates.GetLength(1)) % RoomStates.GetLength(1)] = tempRoomStates[x, y];
var offset = new Vector2(offsetX * Values.FieldWidth, offsetY * Values.FieldHeight);
MapManager.ObjLink.EntityPosition.Set(
new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y) + offset);
var goalPosition = Game1.GameManager.MapManager.GetCameraTarget();
MapManager.Camera.SoftUpdate(goalPosition);
// offset bodies
_bodyObjects.Clear();
Map.Objects.GetComponentList(_bodyObjects,
(int)MapManager.ObjLink.EntityPosition.X - 200, (int)MapManager.ObjLink.EntityPosition.Y - 200, 400, 400, BodyComponent.Mask);
foreach (var gameObject in _bodyObjects)
if (!(gameObject is ObjLink))
gameObject.EntityPosition.Offset(offset);
}
private void DrawLight(SpriteBatch spriteBatch)
{
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, Resources.LightFadeShader, MapManager.Camera.TransformMatrix);
for (int y = 0; y < RoomStates.GetLength(1); y++)
{
for (int x = 0; x < RoomStates.GetLength(0); x++)
{
var lightValue = RoomStates[x, y].Light;
if (RoomStates[x, y].Direction == 0)
spriteBatch.Draw(Resources.SprLightRoomH, new Vector2(-80 + x * Values.FieldWidth, 0 + y * Values.FieldHeight), Color.Black * lightValue);
else if (RoomStates[x, y].Direction == 2)
spriteBatch.Draw(Resources.SprLightRoomH, new Vector2(-80 + x * Values.FieldWidth, 0 + y * Values.FieldHeight),
new Rectangle(0, 0, Resources.SprLightRoomH.Width, Resources.SprLightRoomH.Height), Color.Black * lightValue, 0, Vector2.Zero, 1, SpriteEffects.FlipHorizontally, 0);
else if (RoomStates[x, y].Direction == 1)
spriteBatch.Draw(Resources.SprLightRoomV, new Vector2(-80 + x * Values.FieldWidth, 0 + y * Values.FieldHeight),
new Rectangle(0, 0, Resources.SprLightRoomH.Width, Resources.SprLightRoomH.Height), Color.Black * lightValue, 0, Vector2.Zero, 1, SpriteEffects.FlipVertically, 0);
else
spriteBatch.Draw(Resources.SprLightRoomV, new Vector2(-80 + x * Values.FieldWidth, 0 + y * Values.FieldHeight), Color.Black * lightValue);
}
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, MapManager.LightBlendState,
MapManager.Camera.Scale >= 1 ? SamplerState.PointWrap : SamplerState.AnisotropicWrap, null, null, null, MapManager.Camera.TransformMatrix);
}
}
}