LADXHD/InGame/GameObjects/Things/ObjRollBandDungeon.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 ObjRollBandDungeon : GameObject
{
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly Box _collisionBox;
private readonly Rectangle _sourceRectangle;
private readonly Vector2 _vecRollBand;
private readonly Vector2 _drawPosition;
private readonly float _direction;
private float _animationCount;
private float _animationSpeed = 60f / 5;
public ObjRollBandDungeon() : base("rollband_1") { }
public ObjRollBandDungeon(Map.Map map, int posX, int posY, int direction) : base(map)
{
_sourceRectangle = Resources.SourceRectangle("rollband_1");
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 16);
_drawPosition = new Vector2(posX + 8, posY + 8);
_direction = (float)(direction * Math.PI / 2f);
_vecRollBand = AnimationHelper.DirectionOffset[direction] * 1 / 5;
var marginX = direction == 0 || direction == 2 ? 0 : 3;
var marginY = direction == 0 || direction == 2 ? 3 : 0;
_collisionBox = new Box(posX + marginX, posY + marginY, 0, 16 - marginX * 2, 16 - marginY * 2, 8);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBottom, EntityPosition));
}
private void Update()
{
_animationCount = (int)(Game1.TotalGameTime / 1000 * _animationSpeed) % 16;
// 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 (gameObjectBody.IsActive && gameObjectBody.IsGrounded && _collisionBox.Intersects(gameObjectBody.BodyBox.Box))
if (gameObjectBody.LastAdditionalMovementVT == Vector2.Zero ||
gameObjectBody.LastAdditionalMovementVT == _vecRollBand && (
_vecRollBand.X != 0 && (gameObjectBody.LastVelocityCollision & Values.BodyCollision.Horizontal) == 0 ||
_vecRollBand.Y != 0 && (gameObjectBody.LastVelocityCollision & Values.BodyCollision.Vertical) == 0) ||
gameObjectBody.LastAdditionalMovementVT != _vecRollBand && (
_vecRollBand.X != 0 && (gameObjectBody.LastVelocityCollision & Values.BodyCollision.Vertical) != 0 ||
_vecRollBand.Y != 0 && (gameObjectBody.LastVelocityCollision & Values.BodyCollision.Horizontal) != 0))
gameObjectBody.AdditionalMovementVT = _vecRollBand;
}
}
private void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Resources.SprObjects, _drawPosition,
new Rectangle(_sourceRectangle.X + (int)_animationCount % 16, _sourceRectangle.Y, 16, _sourceRectangle.Height),
Color.White, _direction, new Vector2(8, 8), Vector2.One, (_direction % 2) != 0 ? SpriteEffects.FlipVertically : SpriteEffects.None, 0);
}
}
}