LADXHD/InGame/GameObjects/Things/ObjMovingPlatform.cs

259 lines
9.8 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.GameObjects.Base.Systems;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
class ObjMovingPlatform : GameObject
{
private readonly DrawSpriteComponent _spriteComponent;
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly DictAtlasEntry _sprite;
private readonly CBox _moveBox;
private Box _lastBox;
private readonly CBox _collisionBox;
private Box _lastCollisionBox;
private readonly Vector2 _startPosition;
private readonly Vector2 _endPosition;
private Vector2 _newPosition;
private float _waitCounter;
private float _state;
private float _dir;
private readonly int _time;
private readonly int _mode;
private bool _isStandingOnTop;
private bool _wasStandingOnTop;
private bool _isMoving;
public ObjMovingPlatform() : base("moving_platform") { }
public ObjMovingPlatform(Map.Map map, int posX, int posY, int offsetX, int offsetY, float state, int time, int mode) : base(map)
{
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 32, 16);
_sprite = Resources.GetSprite("moving_platform");
_startPosition = new Vector2(posX, posY);
_endPosition = _startPosition + new Vector2(offsetX, offsetY);
_state = (state / 2) * time;
_dir = state > time ? -1 : 1;
_time = time;
_mode = mode;
_moveBox = new CBox(EntityPosition, 0, -8, 0, 32, 16, 16);
_collisionBox = new CBox(EntityPosition, 0, 0, 32, 16, 16);
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(_collisionBox, Values.CollisionTypes.Normal | Values.CollisionTypes.MovingPlatform));
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, _spriteComponent = new DrawSpriteComponent(
Resources.SprObjects, EntityPosition, _sprite.SourceRectangle, Vector2.Zero, Values.LayerBottom));
}
private void Update()
{
_lastBox = _moveBox.Box;
_lastCollisionBox = _collisionBox.Box;
if (_mode == 0)
UpdateMove0();
else if (_mode == 1)
UpdateMode1();
else if (_mode == 2)
UpdateMode2();
var bodyDirection = _newPosition - EntityPosition.Position;
EntityPosition.Set(_newPosition);
MoveBodies(bodyDirection);
}
// normal moving platform
private void UpdateMove0()
{
// update the move or the wait counter
if (_waitCounter <= 0)
{
_state += (Game1.DeltaTime - _waitCounter) * _dir;
_waitCounter = 0;
}
else
_waitCounter -= Game1.DeltaTime;
// finished moving to the start/end
if (_state < 0)
{
_dir = -_dir;
_state = 0;
_waitCounter = 175;
}
else if (_state > _time)
{
_dir = -_dir;
_state = _time;
_waitCounter = 175;
}
var percentage = (float)(-Math.Cos((_state / _time) * Math.PI) + 1) * 0.5f;
_newPosition = Vector2.Lerp(_startPosition, _endPosition, percentage);
}
// move to target if the player is standing on top of the plaform
private void UpdateMode1()
{
// is the player standing on the platform?
_isStandingOnTop = (_state == _time || (MapManager.ObjLink._body.BodyBox.Box.Left >= _moveBox.Box.Left &&
MapManager.ObjLink._body.BodyBox.Box.Right < _moveBox.Box.Right)) &&
MapManager.ObjLink._body.IsGrounded &&
MapManager.ObjLink._body.BodyBox.Box.Intersects(_moveBox.Box);
if (!_isMoving && _isStandingOnTop)
_isMoving = true;
if (_isStandingOnTop)
{
_waitCounter = 500;
_dir = 1;
if (!_wasStandingOnTop && _state < _time - 250)
Game1.GameManager.PlaySoundEffect("D378-17-11");
}
if (_isMoving)
{
if (_waitCounter <= 0 || _dir == 1)
_state += Game1.DeltaTime * _dir;
else
// wait a little bit and not move up directly after the player left the platform
_waitCounter -= Game1.DeltaTime;
}
if (_state < 0)
{
_dir = -_dir;
_state = 0;
_isMoving = false;
}
else if (_state > _time)
{
_dir = -_dir;
_state = _time;
}
var percentage = (float)(-Math.Cos((_state / _time) * Math.PI) + 1) * 0.5f;
_newPosition = Vector2.Lerp(_startPosition, _endPosition, percentage);
_wasStandingOnTop = _isStandingOnTop;
}
// only move if the player is standing on top and holding an object
private void UpdateMode2()
{
// is the player standing on the platform?
var intersection = MapManager.ObjLink._body.BodyBox.Box.Intersects(_moveBox.Box) &&
MapManager.ObjLink._body.IsGrounded;
_isStandingOnTop = MapManager.ObjLink._body.BodyBox.Box.Left >= _moveBox.Box.Left &&
MapManager.ObjLink._body.BodyBox.Box.Right < _moveBox.Box.Right && intersection;
// set/unset the face
_spriteComponent.Sprite.SourceRectangle.Y = _sprite.SourceRectangle.Y + (intersection ? 16 : 0);
// start moving if the player is standing on the platform and is carrying something
if (!_isMoving && _isStandingOnTop && MapManager.ObjLink.CurrentState == ObjLink.State.Carrying)
{
if (_state < _time)
Game1.GameManager.PlaySoundEffect("D378-17-11");
_isMoving = true;
}
if (_isMoving)
_state += Game1.DeltaTime;
// finished moving down?
if (_state > _time)
{
_isMoving = false;
_state = _time;
}
var percentage = (float)(-Math.Cos((_state / _time) * Math.PI) + 1) * 0.5f;
_newPosition = Vector2.Lerp(_startPosition, _endPosition, percentage);
}
private void MoveBodies(Vector2 direction)
{
// check for colliding bodies and push them forward
_collidingObjects.Clear();
Map.Objects.GetComponentList(_collidingObjects,
(int)_lastBox.Left, (int)_lastBox.Back - 8, (int)_lastBox.Width, (int)_lastBox.Height, BodyComponent.Mask);
foreach (var collidingObject in _collidingObjects)
{
var body = (BodyComponent)collidingObject.Components[BodyComponent.Index];
if (body.BodyBox.Box.Front <= _lastCollisionBox.Back && body.BodyBox.Box.Intersects(_lastBox))
{
var offset = Vector2.Zero;
// body standing on the platform
if (body.IsGrounded)
{
var add = Vector2.Zero;
// align the body with the platform so that the body is not wobbling around
if (Math.Abs(body.VelocityTarget.X) < 0.1f && Math.Abs(body.Velocity.X) < 0.1f)
{
var distance = (body.Position.X + direction.X) - EntityPosition.X;
var distanceNormal = (int)Math.Round(distance * MapManager.Camera.Scale, MidpointRounding.AwayFromZero) / MapManager.Camera.Scale;
var dir = distanceNormal - distance;
if (Math.Abs(dir) > 0.005)
add.X += dir;
}
offset = direction + add;
// put the body on top of the platform
if (direction.Y != 0)
offset.Y = _collisionBox.Box.Back - body.BodyBox.Box.Front;
}
// did the platform already move into the body?
else if (body.BodyBox.Box.Intersects(_collisionBox.Box))
{
// move the body up/down
if (direction.Y < 0)
offset.Y = _collisionBox.Box.Back - body.BodyBox.Box.Front - 0.05f;
else if (direction.Y > 0)
offset.Y = _collisionBox.Box.Back - body.BodyBox.Box.Front + 0.05f;
}
if (offset != Vector2.Zero)
{
SystemBody.MoveBody(body, offset, body.CollisionTypes, false, false, false);
body.Position.NotifyListeners();
}
}
}
}
}
}