mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
344 lines
14 KiB
C#
344 lines
14 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.Dungeon;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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internal class ObjStone : GameObject
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{
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private readonly BodyComponent _body;
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private readonly BoxCollisionComponent _collisionComponent;
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private readonly CarriableComponent _carriableComponent;
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private readonly CBox _upperBox;
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private readonly CBox _lowerBox;
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private readonly CBox _damageBox;
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private readonly Point _spawnPosition;
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private readonly string _spawnItem;
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private readonly string _pickupKey;
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private readonly string _dialogPath;
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private readonly bool _potMessage;
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private int _offsetY = 3;
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private bool _thrown;
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private bool _isAlive = true;
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private bool _damagePlayer;
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private bool _isHeavy;
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public ObjStone(Map.Map map, int posX, int posY, string spriteId, string spawnItem, string pickupKey, string dialogPath, bool isHeavy, bool potMessage) : base(map, spriteId)
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{
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var sprite = Resources.GetSprite(spriteId);
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EntityPosition = new CPosition(posX + 8, posY + 16 - _offsetY, 0);
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EntitySize = new Rectangle(
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-sprite.SourceRectangle.Width / 2, _offsetY - sprite.SourceRectangle.Height * 2, sprite.SourceRectangle.Width, sprite.SourceRectangle.Height * 2 + 4);
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_spawnPosition = new Point(posX, posY + 2);
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_spawnItem = spawnItem;
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_pickupKey = pickupKey;
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_dialogPath = dialogPath;
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_isHeavy = isHeavy;
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_potMessage = potMessage;
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_upperBox = new CBox(EntityPosition, -4, -8 + _offsetY, 0, 8, 8, 4, true);
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_lowerBox = new CBox(EntityPosition, -4, -8 + _offsetY, 0, 8, 8, 4);
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_damageBox = new CBox(EntityPosition, -7, -14 + _offsetY, 0, 14, 14, 12, true);
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var height = map.Is2dMap ? 15 : 13;
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var heightOffset = map.Is2dMap ? 0 : 2;
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var collisionBox = new CBox(EntityPosition, -sprite.SourceRectangle.Width / 2, -height + _offsetY, 0, sprite.SourceRectangle.Width, height - heightOffset, 12, true);
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_body = new BodyComponent(EntityPosition, -4, -8 + _offsetY, 8, 8, 12)
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{
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CollisionTypes = Values.CollisionTypes.Normal,
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MoveCollision = OnCollision,
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HoleAbsorb = OnHoleAbsorb,
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DragAir = 1.0f,
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Gravity = -0.125f,
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IgnoreHeight = true
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};
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var cSprite = new CSprite(spriteId, EntityPosition, new Vector2(-sprite.SourceRectangle.Width / 2, -sprite.SourceRectangle.Height + _offsetY));
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if (!string.IsNullOrEmpty(_dialogPath))
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AddComponent(PushableComponent.Index, new PushableComponent(collisionBox, OnPush) { InertiaTime = 50 });
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AddComponent(BodyComponent.Index, _body);
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AddComponent(CarriableComponent.Index, _carriableComponent = new CarriableComponent(
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new CRectangle(EntityPosition, new Rectangle(
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-sprite.SourceRectangle.Width / 2, -13 + _offsetY, sprite.SourceRectangle.Width, 13)), CarryInit, CarryUpdate, CarryThrow)
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{
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IsHeavy = _isHeavy
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});
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AddComponent(CollisionComponent.Index, _collisionComponent = new BoxCollisionComponent(collisionBox, Values.CollisionTypes.Normal | Values.CollisionTypes.Hookshot));
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(cSprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, cSprite));
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}
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public bool MakeFlyingStone()
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{
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// was already picked up?
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if (!_isAlive || !_collisionComponent.IsActive)
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return false;
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_body.IgnoresZ = true;
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_collisionComponent.IsActive = false;
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_carriableComponent.IsActive = false;
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var damageBox = new CBox(EntityPosition, -6, -13, 0, 12, 20, 8, true);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 3) { OnDamage = DamagePlayer });
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// deal damage to the player
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_damagePlayer = true;
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return true;
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}
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private bool DamagePlayer()
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{
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if (MapManager.ObjLink.HitPlayer(_damageBox.Box, HitType.Enemy, 2))
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{
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OnCollision();
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return true;
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}
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return false;
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}
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public void ThrowStone(Vector2 direction)
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{
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_thrown = true;
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_body.VelocityTarget = direction;
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_body.CollisionTypes = Values.CollisionTypes.None;
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}
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public void LetGo()
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{
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_body.IgnoresZ = false;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
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{
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if (pushType == PushableComponent.PushType.Impact)
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return false;
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Game1.GameManager.StartDialogPath(_dialogPath);
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return false;
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}
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private void Update()
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{
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if (!_thrown)
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return;
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// this is used because the normal collision detection looks strang when throwing directly towards a lower wall
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var outBox = Box.Empty;
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if (!Map.Is2dMap &&
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Map.Objects.Collision(_upperBox.Box, Box.Empty, Values.CollisionTypes.Normal, 0, _body.Level, ref outBox) &&
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Map.Objects.Collision(_lowerBox.Box, Box.Empty, Values.CollisionTypes.Normal, 0, _body.Level, ref outBox))
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OnCollision();
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if (_damagePlayer)
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return;
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// TODO: find the right hittype with the correct amount of damage or create a extra one?
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var hitCollision = Map.Objects.Hit(this, _damageBox.Box.Center, _damageBox.Box, HitType.ThrownObject, 2, false);
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// hit something?
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if (hitCollision != Values.HitCollision.None &&
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hitCollision != Values.HitCollision.NoneBlocking)
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{
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OnCollision();
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}
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}
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private Vector3 CarryInit()
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{
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if (_spawnItem != null)
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{
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// spawn item
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var objItem = new ObjItem(Map, _spawnPosition.X, _spawnPosition.Y, "j", _pickupKey, _spawnItem, "");
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if (!objItem.IsDead)
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Map.Objects.SpawnObject(objItem);
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else if (_spawnItem == "fairy")
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{
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// spawn fairy
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var objFairy = new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 0);
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Map.Objects.SpawnObject(objFairy);
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}
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}
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// @HACK: if we spawn an item we use the pickupKey as the item save key
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// set the pickup key
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else if (!string.IsNullOrEmpty(_pickupKey))
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Game1.GameManager.SaveManager.SetString(_pickupKey, "1");
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// the stone was picked up
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_collisionComponent.IsActive = false;
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_body.IsActive = false;
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// we ignore move collisions and use the update methode to get nicer looking collisions
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if (!Map.Is2dMap)
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_body.CollisionTypes = Values.CollisionTypes.None;
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return new Vector3(EntityPosition.X, EntityPosition.Y - _offsetY, EntityPosition.Z);
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}
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private bool CarryUpdate(Vector3 newPosition)
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{
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EntityPosition.X = newPosition.X;
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if (!Map.Is2dMap)
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{
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EntityPosition.Y = newPosition.Y - _offsetY;
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EntityPosition.Z = newPosition.Z;
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}
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else
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{
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EntityPosition.Y = newPosition.Y - _offsetY - newPosition.Z;
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EntityPosition.Z = 0;
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}
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EntityPosition.NotifyListeners();
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return true;
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}
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private void CarryThrow(Vector2 velocity)
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{
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_thrown = true;
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_body.IsGrounded = false;
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_body.IsActive = true;
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_body.Velocity = new Vector3(velocity.X, velocity.Y, 0) * 1.0f;
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_body.Level = MapStates.GetLevel(MapManager.ObjLink._body.CurrentFieldState);
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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// not sure why we check for the floor collision
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if ((direction & Values.BodyCollision.Floor) != 0 || (_thrown && Map.Is2dMap))
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OnCollision();
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}
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private void OnCollision()
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{
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if (!_isAlive)
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return;
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if (_body.CurrentFieldState.HasFlag(MapStates.FieldStates.DeepWater))
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{
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// spawn splash effect
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var fallAnimation = new ObjAnimator(Map,
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(int)(_body.Position.X + _body.OffsetX + _body.Width / 2.0f),
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(int)(_body.Position.Y + _body.OffsetY + _body.Height / 2.0f),
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Values.LayerPlayer, "Particles/fishingSplash", "idle", true);
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Map.Objects.SpawnObject(fallAnimation);
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}
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else
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{
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if (_potMessage)
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Game1.GameManager.StartDialogPath("break_pot");
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Game1.GameManager.PlaySoundEffect(_isHeavy ? "D378-41-29" : "D378-09-09");
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// spawn small particle stones
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SpawnParticles(EntityPosition.ToVector3());
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if (_isHeavy)
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SpawnParticles(new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z + 12));
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}
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// remove the stone object from the map
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Map.Objects.DeleteObjects.Add(this);
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_isAlive = false;
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}
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// would be nicer if it would not directly absorb the stone
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private void OnHoleAbsorb()
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{
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if (!_isAlive)
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return;
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// remove the stone object from the map
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Map.Objects.DeleteObjects.Add(this);
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// play sound effect
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Game1.GameManager.PlaySoundEffect("D360-24-18");
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var fallAnimation = new ObjAnimator(Map, 0, 0, Values.LayerBottom, "Particles/fall", "idle", true);
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fallAnimation.EntityPosition.Set(new Vector2(
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_body.Position.X + _body.OffsetX + _body.Width / 2.0f - 5,
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_body.Position.Y + _body.OffsetY + _body.Height / 2.0f - 5));
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Map.Objects.SpawnObject(fallAnimation);
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_isAlive = false;
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}
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private void SpawnParticles(Vector3 position)
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{
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var diff = 200f;
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var mult = 0.125f;
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var bodyVelocity = new Vector3(
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_body.Velocity.X * mult, _body.Velocity.Y * mult, 1.25f);
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if (Map.Is2dMap)
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{
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if ((_body.VelocityCollision & Values.BodyCollision.Horizontal) != 0)
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bodyVelocity.X = -bodyVelocity.X * 0.5f;
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if ((_body.VelocityCollision & Values.BodyCollision.Vertical) != 0)
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bodyVelocity.Y = -bodyVelocity.Y * 0.5f;
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}
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var rndMin = 50;
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var rndMax = 75;
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Vector3 vector0;
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Vector3 vector1;
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Vector3 vector2;
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Vector3 vector3;
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if (Map.Is2dMap)
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{
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bodyVelocity.Y = 0;
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bodyVelocity.Z = 0;
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rndMin = 55;
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vector0 = new Vector3(-0.25f, -3, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff;
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vector1 = new Vector3(-0.75f, -2.75f, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff;
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vector2 = new Vector3(0.25f, -3, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff;
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vector3 = new Vector3(0.75f, -2.75f, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff;
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}
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else
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{
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vector0 = new Vector3(-1, -1, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff;
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vector1 = new Vector3(-1, 0, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff;
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vector2 = new Vector3(1, -1, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff;
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vector3 = new Vector3(1, 0, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff;
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}
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vector0 += bodyVelocity;
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vector1 += bodyVelocity;
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vector2 += bodyVelocity;
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vector3 += bodyVelocity;
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var stone0 = new ObjSmallStone(Map, (int)position.X - 2, (int)position.Y - 13 + _offsetY, (int)position.Z, vector0, true);
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var stone1 = new ObjSmallStone(Map, (int)position.X - 1, (int)position.Y - 8 + _offsetY, (int)position.Z, vector1, true);
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var stone2 = new ObjSmallStone(Map, (int)position.X + 3, (int)position.Y - 13 + _offsetY, (int)position.Z, vector2, false);
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var stone3 = new ObjSmallStone(Map, (int)position.X + 2, (int)position.Y - 8 + _offsetY, (int)position.Z, vector3, false);
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Map.Objects.SpawnObject(stone0);
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Map.Objects.SpawnObject(stone1);
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Map.Objects.SpawnObject(stone2);
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Map.Objects.SpawnObject(stone3);
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}
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}
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}
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