mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
276 lines
11 KiB
C#
276 lines
11 KiB
C#
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using Microsoft.Xna.Framework;
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using ProjectZ.Base;
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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.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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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 ObjRaft : GameObject
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{
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public readonly BodyComponent Body;
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private readonly Animator _animator;
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private readonly AiComponent _aiComponent;
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//private readonly CRectangle _collisionRectangle;
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private Vector2 _startPosition;
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private Vector2 _targetPosition;
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private float _jumpMoveTime;
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private float _jumpTime;
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private float _jumpCounter;
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private bool _isActive;
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private bool _wasColliding;
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private bool _wasMoved;
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public ObjRaft() : base("raft") { }
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public ObjRaft(Map.Map map, int posX, int posY, string strActivationKey) : base(map)
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{
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if (!string.IsNullOrEmpty(strActivationKey))
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{
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var activationValue = Game1.GameManager.SaveManager.GetString(strActivationKey);
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if (activationValue != null && activationValue == "1")
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_isActive = true;
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}
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var offsetY = -5;
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EntityPosition = new CPosition(posX + 8, posY + 16 + offsetY + (_isActive ? 16 : 0), 0);
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EntitySize = new Rectangle(-8, -16 - offsetY, 16, 16);
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//_collisionRectangle = new CRectangle(EntityPosition, new Rectangle(-4, -offsetY - 6, 8, 4));
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Body = new BodyComponent(EntityPosition, -4, -offsetY - 14, 8, 10, 8)
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{
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IsActive = false,
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IgnoreHeight = true,
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IgnoreHoles = true,
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IsSlider = true,
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Gravity = -0.2f,
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MoveCollision = OnMoveCollision,
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CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.RaftExit,
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};
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", new AiState(UpdateIdle));
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_aiComponent.States.Add("moving", new AiState(UpdateMoving));
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_aiComponent.ChangeState("idle");
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_animator = AnimatorSaveLoad.LoadAnimator("Objects/raft");
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_animator.Play(_isActive ? "water" : "idle");
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var _sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -offsetY - 15));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BodyComponent.Index, Body);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerBottom));
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AddComponent(CollisionComponent.Index,
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new BoxCollisionComponent(new CBox(EntityPosition, -8, -16 - offsetY, -8, 16, 16, 8), Values.CollisionTypes.Normal));
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if (!_isActive)
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AddComponent(CollisionComponent.Index, new BoxCollisionComponent(
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new CBox(EntityPosition, -8, -offsetY - 1, 16, 1, 8), Values.CollisionTypes.Normal | Values.CollisionTypes.ThrowWeaponIgnore));
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}
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public override void Init()
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{
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if (_isActive)
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ToggleWater();
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}
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// toggle the water field state
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private void ToggleWater()
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{
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var fieldX = (int)EntityPosition.X / 16;
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var fieldY = (int)EntityPosition.Y / 16;
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var oldState = Map.GetFieldState(fieldX, fieldY);
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Map.SetFieldState(fieldX, fieldY, oldState ^ MapStates.FieldStates.DeepWater);
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}
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private void OnMoveCollision(Values.BodyCollision collision)
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{
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// align with the raft exit
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var offset = Vector2.Zero;
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if ((collision & Values.BodyCollision.Left) != 0)
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offset.X -= 1;
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if ((collision & Values.BodyCollision.Right) != 0)
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offset.X += 1;
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if ((collision & Values.BodyCollision.Top) != 0)
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offset.Y -= 1;
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if ((collision & Values.BodyCollision.Bottom) != 0)
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offset.Y += 1;
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var box = Body.BodyBox.Box;
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box.X += offset.X;
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box.Y += offset.Y;
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var outBox = Box.Empty;
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Map.Objects.Collision(box, box, Values.CollisionTypes.RaftExit, 0, 0, ref outBox);
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if (outBox != Box.Empty)
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{
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var exitCenter = outBox.Center;
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var direction = exitCenter - EntityPosition.Position;
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var alignSpeed = 0.5f * Game1.TimeMultiplier;
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var maxAlignDist = 6;
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// align horizontally or vertically
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if ((collision & Values.BodyCollision.Vertical) != 0)
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{
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Body.AdditionalMovementVT = Vector2.Zero;
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Body.LastAdditionalMovementVT = Vector2.Zero;
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if (alignSpeed < Math.Abs(direction.X) && Math.Abs(direction.X) < maxAlignDist)
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Body.SlideOffset.X = Math.Sign(direction.X) * alignSpeed;
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else if (Math.Abs(direction.X) < maxAlignDist)
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{
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EntityPosition.Set(new Vector2(exitCenter.X, EntityPosition.Y));
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ExitRaft();
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}
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}
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else if ((collision & Values.BodyCollision.Horizontal) != 0)
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{
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Body.AdditionalMovementVT = Vector2.Zero;
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Body.LastAdditionalMovementVT = Vector2.Zero;
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if (alignSpeed < Math.Abs(direction.Y) && Math.Abs(direction.Y) < maxAlignDist)
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Body.SlideOffset.Y = Math.Sign(direction.Y) * alignSpeed;
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else if (Math.Abs(direction.Y) < maxAlignDist)
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{
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EntityPosition.Set(new Vector2(EntityPosition.X, exitCenter.Y));
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ExitRaft();
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}
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}
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}
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}
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public void TargetVelocity(Vector2 direction)
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{
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var targetDir = direction - Body.VelocityTarget;
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if (targetDir.Length() > 0.1f * Game1.TimeMultiplier)
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{
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targetDir.Normalize();
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Body.VelocityTarget += targetDir * 0.1f * Game1.TimeMultiplier;
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}
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else
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{
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Body.VelocityTarget = direction;
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}
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_wasMoved = true;
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}
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public void Jump(Vector2 targetPosition, int time)
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{
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targetPosition.Y -= 7;
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_startPosition = EntityPosition.Position;
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_targetPosition = targetPosition;
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var percentage = (targetPosition.Y - _startPosition.Y) / 80;
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_jumpMoveTime = 150;// * percentage;
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_jumpTime = 1000 * percentage;
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_jumpCounter = 0;
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Body.IsActive = false;
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Body.VelocityTarget = Vector2.Zero;
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MapManager.ObjLink._body.IsGrounded = false;
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MapManager.ObjLink._body.IsActive = false;
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}
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private void UpdateIdle()
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{
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var distance = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y + 1);
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var isColliding = Math.Abs(distance.X) <= 3 && Math.Abs(distance.Y) <= 1;
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if (_isActive && isColliding && !_wasColliding && MapManager.ObjLink.IsGrounded())
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EnterRaft();
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_wasColliding = isColliding;
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}
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private void UpdateMoving()
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{
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if (!_wasMoved)
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TargetVelocity(Vector2.Zero);
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_wasMoved = false;
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// jump
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if (_jumpTime > 0)
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{
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var lastJumpCounter = _jumpCounter;
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_jumpCounter += Game1.DeltaTime;
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// finished jumping?
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if (MapManager.ObjLink._body.IsGrounded || _jumpCounter > _jumpTime)
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{
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_jumpTime = 0;
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EntityPosition.Set(_targetPosition);
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Map.CameraTarget = null;
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}
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else
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{
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var percentage = MathHelper.Clamp(_jumpCounter / _jumpMoveTime, 0, 1);
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if (_jumpCounter <= _jumpMoveTime)
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{
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var percentageHeight = _jumpCounter / _jumpMoveTime;
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var posZ = MathF.Sin(percentageHeight * MathF.PI * 0.5f);
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EntityPosition.Z = posZ * 12 + percentage * (_targetPosition.Y - _startPosition.Y);
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MapManager.ObjLink.EntityPosition.Z = posZ * 16 + percentage * (_targetPosition.Y - _startPosition.Y);
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}
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else if (lastJumpCounter <= _jumpMoveTime)
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{
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MapManager.ObjLink._body.IsActive = true;
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Body.IsActive = true;
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}
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Map.CameraTarget = new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y - MapManager.ObjLink.EntityPosition.Z);
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var newPosition = Vector2.Lerp(_startPosition, _targetPosition, percentage);
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EntityPosition.Set(newPosition);
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}
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}
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}
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private void EnterRaft()
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{
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ToggleWater();
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Body.IsActive = true;
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Body.VelocityTarget = Vector2.Zero;
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_aiComponent.ChangeState("moving");
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EntityPosition.AddPositionListener(typeof(ObjRaft), OnPositionChange);
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((DrawComponent)Components[DrawComponent.Index]).Layer = Values.LayerPlayer;
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MapManager.ObjLink.StartRaftRiding(this);
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}
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private void ExitRaft()
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{
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ToggleWater();
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Body.IsActive = false;
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Body.VelocityTarget = Vector2.Zero;
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_aiComponent.ChangeState("idle");
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EntityPosition.RemovePositionListener(typeof(ObjRaft));
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((DrawComponent)Components[DrawComponent.Index]).Layer = Values.LayerBottom;
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MapManager.ObjLink.ExitRaft();
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}
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private void OnPositionChange(CPosition newPosition)
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{
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MapManager.ObjLink.SetPosition(new Vector2(newPosition.X, newPosition.Y + 1));
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}
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}
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}
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