LADXHD/InGame/GameObjects/Things/ObjRollBand.cs

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C#
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2023-12-14 22:21:22 +00:00
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.Base;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
class ObjRollBand : GameObject
{
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly Box _collisionBox;
private readonly Rectangle _sourceRectangle;
private readonly Vector2 _vecRollBand;
private readonly Point _drawPosition;
private readonly float _direction;
private int _animationCount;
private int _animationSpeed = 100;
public ObjRollBand() : base("rollband_0") { }
public ObjRollBand(Map.Map map, int posX, int posY, int direction) : base(map)
{
_sourceRectangle = Resources.SourceRectangle("rollband_0");
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 16);
_drawPosition.X = posX + 8;
_drawPosition.Y = posY + 8;
_direction = (float)(direction * Math.PI / 2f);
_vecRollBand = AnimationHelper.DirectionOffset[(direction + 3) % 4] * 0.25f;// 10.0f / 60.0f; // 10 pixels/second
_collisionBox = new Box(posX + 3, posY + 3, 0, 10, 10, 8);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBottom, EntityPosition));
}
public void Update()
{
_animationCount = ((int)(Game1.TotalGameTime) % (16 * _animationSpeed)) / _animationSpeed;
// get and move the components colliding with the rollband
_collidingObjects.Clear();
Map.Objects.GetComponentList(_collidingObjects,
(int)_collisionBox.Left, (int)_collisionBox.Back, (int)_collisionBox.Width, (int)_collisionBox.Height, BodyComponent.Mask);
foreach (var gameObject in _collidingObjects)
{
var gameObjectBody = ((BodyComponent)gameObject.Components[BodyComponent.Index]);
if (_collisionBox.Contains(gameObjectBody.BodyBox.Box))
gameObjectBody.AdditionalMovementVT = _vecRollBand;
}
}
public void Draw(SpriteBatch spriteBatch)
{
var sourceY = -_animationCount % 16;
spriteBatch.Draw(Resources.SprObjects, new Rectangle(
_drawPosition.X, _drawPosition.Y, _sourceRectangle.Width, _sourceRectangle.Height),
new Rectangle(_sourceRectangle.X, _sourceRectangle.Y + sourceY, _sourceRectangle.Width, _sourceRectangle.Height),
Color.White, _direction, new Vector2(8, 8), SpriteEffects.None, 0);
}
}
}