mirror of
https://github.com/Phantop/LADXHD.git
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64 lines
2.4 KiB
C#
64 lines
2.4 KiB
C#
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.Things;
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using System;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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public class ObjNote : GameObject
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{
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private readonly CSprite _sprite;
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private readonly Vector3 _startPosition;
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private readonly Vector3 _endPosition;
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private readonly Vector2 _moveDir;
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private float _counter;
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private const int LiveTime = 1000;
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public ObjNote(Map.Map map, Vector2 position, int direction) : base(map)
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{
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EntityPosition = new CPosition(position.X, position.Y, 8);
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EntitySize = new Rectangle(-4, -32, 8, 32);
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_startPosition = new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z);
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_endPosition = _startPosition + new Vector3(15 * direction, 0, 17);
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_moveDir = new Vector2(_endPosition.X, _endPosition.Y + _endPosition.Z) -
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new Vector2(_startPosition.X, _startPosition.Y + _startPosition.Z);
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_moveDir.Normalize();
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_sprite = new CSprite("note", EntityPosition, Vector2.Zero);
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_sprite.Color = Color.Transparent;
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
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}
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private void Update()
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{
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_counter += Game1.DeltaTime;
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// fade in/out
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var transparency = 1.0f;
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if (_counter > LiveTime - 100)
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transparency = (LiveTime - _counter) / 100f;
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else if (_counter < 100)
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transparency = _counter / 100;
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_sprite.Color = Color.White * transparency;
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// update the position
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var percentage = _counter / LiveTime;
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var newPosition = Vector3.Lerp(_startPosition, _endPosition, percentage);
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EntityPosition.Set(newPosition);
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// offset to the sides
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_sprite.DrawOffset = new Vector2(-3, -12) + _moveDir * (float)MathF.Sin(_counter * 0.015f) * 1.25f;
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// despawn
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if (_counter > LiveTime)
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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}
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