LADXHD/InGame/GameObjects/Things/ObjItem.cs

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C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.GameObjects.Base.Systems;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjItem : GameObject
{
public bool IsJumping;
public bool Collectable;
public bool Collected;
public string SaveKey;
private GameItem _item;
private string _itemName;
private string _locationBound;
private AiComponent _aiComponent;
private DrawShadowSpriteComponent _shadowComponent;
private BodyComponent _body;
private AiTriggerCountdown _delayCountdown;
private BodyDrawComponent _bodyDrawComponent;
private CRectangle _collectionRectangle;
private Rectangle _sourceRectangle;
private Rectangle _sourceRectangleWing = new Rectangle(2, 250, 8, 15);
private Color _color = Color.White;
private Rectangle _shadowSourceRectangle = new Rectangle(0, 0, 65, 66);
private float _fadeOffset;
private double _deepWaterCounter;
private float _despawnCount;
private int _despawnTime = 350;
private int _fadeStart = 250;
private int _moveStopTime = 250;
private int _lastFieldTime;
private bool _isFlying;
private bool _isSwimming;
private bool _isVisible = true;
private bool _despawn;
public ObjItem() : base("item") { }
public ObjItem(Map.Map map, int posX, int posY, string strType, string saveKey, string itemName, string locationBound, bool despawn = false) : base(map)
{
if (!string.IsNullOrEmpty(saveKey))
{
SaveKey = saveKey;
// item has already been collected
if (Game1.GameManager.SaveManager.GetString(SaveKey) == "1")
{
IsDead = true;
return;
}
}
_item = Game1.GameManager.ItemManager[itemName];
_itemName = itemName;
_locationBound = locationBound;
_despawn = despawn;
if (_item == null)
{
IsDead = true;
return;
}
var baseItem = _item.SourceRectangle.HasValue ? _item : Game1.GameManager.ItemManager[_item.Name];
if (baseItem.MapSprite != null)
_sourceRectangle = baseItem.MapSprite.SourceRectangle;
else
_sourceRectangle = baseItem.SourceRectangle.Value;
EntityPosition = new CPosition(posX + 8, posY + 8 + 3, 0);
EntitySize = new Rectangle(-9, -16, 18, 18);
// add sound for the bounces
_body = new BodyComponent(EntityPosition, -4, -8, 8, 8, 8)
{
RestAdditionalMovement = false,
Gravity = -0.1f,
Bounciness = 0.7f,
IgnoreHeight = true,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.LadderTop,
HoleAbsorb = OnHoleAbsorb,
MoveCollision = OnMoveCollision
};
if (!string.IsNullOrEmpty(strType))
{
// jumping item
if (strType == "j")
{
IsJumping = true;
if (!Map.Is2dMap)
_body.Velocity.Z = 1f;
else
{
Collectable = true;
_body.Velocity.Y = -1f;
}
// needed because at the first frame the value is still true
_body.IsGrounded = false;
}
// fall from the sky
else if (strType == "d")
{
IsJumping = true;
EntityPosition.Z = 60;
// needed because at the first frame the value is still true
_body.IsGrounded = false;
_body.RestAdditionalMovement = true;
}
// fly
else if (strType == "w")
{
_body.IsActive = false;
EntityPosition.Z = 10;
Collectable = true;
_isFlying = true;
}
// item is in the water
else if (strType == "s")
{
_isSwimming = true;
}
}
else
{
Collectable = true;
}
var stateIdle = new AiState(UpdateIdle);
// despawn after 15sec, but only if it was jumping or fall from the sky
if (string.IsNullOrEmpty(saveKey) && !_isFlying && !Collectable)
stateIdle.Trigger.Add(new AiTriggerCountdown(15000, null, ToFading));
var stateDelay = new AiState();
var stateHoleFall = new AiState();
stateHoleFall.Trigger.Add(new AiTriggerCountdown(125, null, HoleDespawn));
stateDelay.Trigger.Add(_delayCountdown = new AiTriggerCountdown(0, null, () =>
{
_aiComponent.ChangeState("idle");
_isVisible = true;
if (!Map.Is2dMap)
_body.Velocity.Z = 1f;
else
_body.Velocity.Y = -1f;
EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, 0));
}));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("boomerang", new AiState());
_aiComponent.States.Add("fading", new AiState(UpdateFading));
_aiComponent.States.Add("delay", stateDelay);
_aiComponent.States.Add("holeFall", stateHoleFall);
_aiComponent.ChangeState("idle");
// we make the collision box a little bit bigger; this is used for the genie where the heart can technically spawn inside the lamp
// with the little extra size the heart will still be collectable
var height = Math.Min(_sourceRectangle.Width, 8);
_collectionRectangle = new CRectangle(EntityPosition,
new Rectangle(
-_sourceRectangle.Width / 2 - 1, -height,
_sourceRectangle.Width + 2, height));
var box = new CBox(EntityPosition,
-_sourceRectangle.Width / 2, -height,
_sourceRectangle.Width, height, 16);
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(ObjectCollisionComponent.Index, new ObjectCollisionComponent(_collectionRectangle, OnCollision));
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(box, Values.CollisionTypes.Item));
// item can be collected by hitting it
if (_item.ShowAnimation == 0)
AddComponent(HittableComponent.Index, new HittableComponent(box, OnHit));
_shadowComponent = new DrawShadowSpriteComponent(
Resources.SprShadow, EntityPosition, _shadowSourceRectangle,
new Vector2(-_sourceRectangle.Width / 2 - 1, -_sourceRectangle.Width / 4 - 2), 1.0f, 0.0f);
_shadowComponent.Width = _sourceRectangle.Width + 2;
_shadowComponent.Height = _sourceRectangle.Width / 2 + 2;
_bodyDrawComponent = new BodyDrawComponent(_body, Draw, Values.LayerPlayer);
if (!_isSwimming)
{
AddComponent(DrawComponent.Index, _bodyDrawComponent);
AddComponent(DrawShadowComponent.Index, _shadowComponent);
}
if (_itemName == "shellPresent")
{
_shadowComponent.IsActive = false;
_bodyDrawComponent.Layer = Values.LayerBottom;
_collectionRectangle.OffsetSize.X = -4;
_collectionRectangle.OffsetSize.Y = -8;
_collectionRectangle.OffsetSize.Width = 8;
_collectionRectangle.OffsetSize.Height = 8;
_collectionRectangle.UpdateRectangle(EntityPosition);
}
if (_itemName == "shell")
{
// dont spawn additional shells if the player already found 20
var state = Game1.GameManager.SaveManager.GetString("shellsFound", "0");
if (state == "1")
IsDead = true;
}
if (_itemName == "sword2")
{
_bodyDrawComponent.Layer = Values.LayerBottom;
}
}
public override void Init()
{
_lastFieldTime = Map.GetUpdateState(EntityPosition.Position);
}
public MapStates.FieldStates GetBodyFieldState()
{
return SystemBody.GetFieldState(_body);
}
public void SpawnBoatSequence()
{
// shrink the collection rectangle
_collectionRectangle.OffsetSize.X = (int)(_collectionRectangle.OffsetSize.X * 0.25f);
_collectionRectangle.OffsetSize.Width = (int)(_collectionRectangle.OffsetSize.Width * 0.25f);
_bodyDrawComponent.Layer = Values.LayerTop;
_body.Velocity = new Vector3(1, -2.25f, 0);
_body.DragAir = 1.0f;
}
public void SetVelocity(Vector3 velocity)
{
_body.Velocity = velocity;
}
public void InitCollection()
{
_body.IgnoresZ = true;
Collectable = true;
_aiComponent.ChangeState("boomerang");
}
public void SetSpawnDelay(int delay)
{
_isVisible = false;
_delayCountdown.StartTime = delay;
_aiComponent.ChangeState("delay");
}
private void UpdateIdle()
{
if (_body.IsGrounded)
Collectable = true;
// field went out of the update range?
var updateState = Map.GetUpdateState(EntityPosition.Position);
if (_lastFieldTime < updateState && _despawn)
ToFading();
if (!_body.IsActive)
EntityPosition.Z = 20 - _sourceRectangle.Height / 2 + (float)Math.Sin((Game1.TotalGameTime / 1050) * Math.PI * 2) * 1.5f;
// fall into the water
if (!_isSwimming && !Map.Is2dMap)
{
if (_body.IsGrounded && _body.CurrentFieldState.HasFlag(MapStates.FieldStates.DeepWater))
{
_deepWaterCounter -= Game1.DeltaTime;
if (_deepWaterCounter <= 0)
{
// spawn splash effect
var fallAnimation = new ObjAnimator(Map,
(int)(_body.Position.X + _body.OffsetX + _body.Width / 2.0f),
(int)(_body.Position.Y + _body.OffsetY + _body.Height / 2.0f),
Values.LayerPlayer, "Particles/fishingSplash", "idle", true);
Map.Objects.SpawnObject(fallAnimation);
Map.Objects.DeleteObjects.Add(this);
}
}
else
{
_deepWaterCounter = 125;
}
}
if (!Map.Is2dMap)
_shadowComponent.Color = Color.White * ((128 + EntityPosition.Z) / 128f);
else
_shadowComponent.Color = _body.IsGrounded ? Color.White : Color.Transparent;
}
private void ToFading()
{
_body.IgnoresZ = true;
_aiComponent.ChangeState("fading");
}
private void UpdateFading()
{
_despawnCount += Game1.DeltaTime;
// move item up if it was collected
if (Collected && _despawnCount < _moveStopTime)
_fadeOffset = -(float)Math.Sin(_despawnCount / _moveStopTime * Math.PI / 1.5f) * 10;
// fade the item after fadestart
if (_fadeStart <= _despawnCount)
_color = Color.White * (1 - ((_despawnCount - _fadeStart) / (_despawnTime - _fadeStart)));
_shadowComponent.Color = _color;
// remove the object
if (_despawnCount > _despawnTime)
Map.Objects.DeleteObjects.Add(this);
}
public void Draw(SpriteBatch spriteBatch)
{
if (!_isVisible)
return;
ItemDrawHelper.DrawItem(spriteBatch, _item,
new Vector2(EntityPosition.X - _sourceRectangle.Width / 2.0f, EntityPosition.Y - EntityPosition.Z - _sourceRectangle.Height + _fadeOffset), _color, 1, true);
if (!_isFlying)
return;
var wingFlap = (Game1.TotalGameTime % (16 / 60f * 1000)) < (8 / 60f * 1000) ? SpriteEffects.FlipVertically : SpriteEffects.None;
// left wing
spriteBatch.Draw(Resources.SprItem, new Vector2(
EntityPosition.X - _sourceRectangleWing.Width - 4f,
EntityPosition.Y - EntityPosition.Z - _sourceRectangle.Height / 2 - 10 + _fadeOffset),
_sourceRectangleWing, _color, 0, Vector2.Zero, Vector2.One, SpriteEffects.None | wingFlap, 0);
// right wing
spriteBatch.Draw(Resources.SprItem, new Vector2(
EntityPosition.X + 4f,
EntityPosition.Y - EntityPosition.Z - _sourceRectangle.Height / 2 - 10 + _fadeOffset),
_sourceRectangleWing, _color, 0, Vector2.Zero, Vector2.One,
SpriteEffects.FlipHorizontally | wingFlap, 0);
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
// item can be collected with the sword
if ((damageType & HitType.Sword) != 0 &&
(damageType & HitType.SwordHold) == 0)
Collect();
return Values.HitCollision.NoneBlocking;
}
private void OnMoveCollision(Values.BodyCollision collision)
{
// sound should play but only for the trendy game? maybe add a extra item type?
if ((collision & Values.BodyCollision.Floor) != 0 && _body.Velocity.Z > 0.55f ||
((collision & Values.BodyCollision.Bottom) != 0 && _body.Velocity.Y < 0f && Map.Is2dMap))
{
// metalic bounce sound
if (_item.Name == "smallkey" || _item.Name == "sword2")
Game1.GameManager.PlaySoundEffect("D378-23-17");
else
Game1.GameManager.PlaySoundEffect("D360-09-09");
}
}
private void OnHoleAbsorb()
{
if (Collected)
return;
_body.IsActive = false;
if (_aiComponent.CurrentStateId != "holeFall")
_aiComponent.ChangeState("holeFall");
}
private void HoleDespawn()
{
// play sound effect
Game1.GameManager.PlaySoundEffect("D360-24-18");
var fallAnimation = new ObjAnimator(Map, (int)EntityPosition.X - 5, (int)EntityPosition.Y - 8, Values.LayerBottom, "Particles/fall", "idle", true);
Map.Objects.SpawnObject(fallAnimation);
Map.Objects.DeleteObjects.Add(this);
}
private void OnCollision(GameObject gameObject)
{
// only collect the item when the player is near it in the z dimension
// maybe the collision component should have used Boxes instead of Rectangles
if (Math.Abs(EntityPosition.Z - MapManager.ObjLink.EntityPosition.Z) < 8 &&
(!_isSwimming || MapManager.ObjLink.IsDiving()))
Collect();
}
private void Collect()
{
if (!Collectable || Collected)
return;
if (_isFlying && MapManager.ObjLink.EntityPosition.Z < 7)
return;
// do not collect the item while the player is not grounded
if (_item.ShowAnimation != 0 &&
(!Map.Is2dMap && !MapManager.ObjLink._body.IsGrounded ||
Map.Is2dMap && !MapManager.ObjLink._body.IsGrounded && !MapManager.ObjLink.IsInWater2D()))
return;
Collected = true;
_body.IsActive = false;
_bodyDrawComponent.WaterOutline = false;
if (Map.Is2dMap)
_body.Velocity.Y = 0f;
else
_body.Velocity.Z = 0f;
// gets picked up
var cItem = new GameItemCollected(_itemName)
{
Count = _item.Count,
LocationBounding = _locationBound
};
MapManager.ObjLink.PickUpItem(cItem, true);
// do not fade away the item if it the player shows it
if (_item.ShowAnimation != 0)
Map.Objects.DeleteObjects.Add(this);
else
ToFading();
if (SaveKey != null)
Game1.GameManager.SaveManager.SetString(SaveKey, "1");
}
}
}