LADXHD/InGame/Things/AnimationHelper.cs

73 lines
2.4 KiB
C#
Raw Normal View History

2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
namespace ProjectZ.InGame.Things
{
class AnimationHelper
{
public static Vector2[] DirectionOffset =
{
new Vector2(-1, 0), new Vector2(0, -1), new Vector2(1, 0), new Vector2(0, 1)
};
/// <summary>
/// Offsets the direction and make sure if stays between 0 and 3
/// </summary>
/// <param name="direction">Init direction Value before the offset gets added</param>
/// <param name="offset">Values between -3 and 3</param>
/// <returns>Returns the direction value with the offset added and looped to be between 0 and 3</returns>
public static int OffsetDirection(int direction, int offset)
{
direction += offset;
if (direction >= 4)
direction %= 4;
if (direction < 0)
direction += 4;
return direction;
}
public static int GetDirection(Vector2 direction, float rotationOffset = MathF.PI * 1.25f)
{
var degree = MathHelper.ToDegrees((float)(Math.Atan2(direction.Y, direction.X) + rotationOffset));
while (degree >= 360)
degree -= 360;
return (int)(degree / 90);
}
public static Vector2 RotateVector(Vector2 input, float angle)
{
return new Vector2(
(float)(Math.Cos(angle) * input.X - Math.Sin(angle) * input.Y),
(float)(Math.Sin(angle) * input.X + Math.Cos(angle) * input.Y));
}
public static float MoveToTarget(float currentValue, float targetValue, float maxAmount)
{
if (Math.Abs(currentValue - targetValue) < maxAmount)
return targetValue;
if (currentValue < targetValue)
currentValue += maxAmount;
if (currentValue > targetValue)
currentValue -= maxAmount;
return currentValue;
}
public static Vector2 MoveToTarget(Vector2 currentVelocity, Vector2 targetVelocity, float maxAmount)
{
var direction = targetVelocity - currentVelocity;
if (direction.Length() <= maxAmount)
return targetVelocity;
direction.Normalize();
var newVelocity = currentVelocity + direction * maxAmount;
return newVelocity;
}
}
}