mirror of
https://github.com/Phantop/LADXHD.git
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251 lines
10 KiB
C#
251 lines
10 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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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.GameSystems;
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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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namespace ProjectZ.InGame.GameObjects.Things
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{
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public class ObjDoor : GameObject
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{
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private Rectangle _collisionRectangle;
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public string _entryId;
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public string _nextMap;
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private string _exitId;
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private int _direction;
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// 0: normal door
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// 1: stairs
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// 2: no walk in transition + fall
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// 3: swim in transition
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// 4: no walk in transition
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// 5: final stairs transition
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// 6: fall + rotate
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// 7: fall
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private int _mode;
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private int _positionOffset;
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private bool _isColliding;
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private bool _wasColliding;
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public bool _savePosition;
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private bool _isTransitioning;
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public ObjDoor() : base("editor door")
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{
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EditorColor = Color.Yellow * 0.65f;
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}
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public ObjDoor(Map.Map map, int posX, int posY, int width, int height,
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string entryId, string nextMapId, string exitId, int direction, int mode, bool savePosition) : base(map)
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{
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(0, 0, width, height);
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// stairs have a smaller entry
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if (Map.Is2dMap || mode != 1)
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_collisionRectangle = new Rectangle(posX, posY, width, height);
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else
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{
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_collisionRectangle = new Rectangle(posX + 6, posY + 6, width - 12, height - 12);
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_positionOffset = 4;
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}
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if (mode == 4)
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{
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_collisionRectangle.Height = 10;
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}
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_entryId = entryId;
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_direction = direction;
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_mode = mode;
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_savePosition = savePosition;
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// has the player just entered this door?
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if (_entryId != null && MapManager.ObjLink.NextMapPositionId == _entryId)
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PlacePlayer();
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_nextMap = nextMapId;
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_exitId = exitId;
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if (!string.IsNullOrEmpty(_nextMap) && !string.IsNullOrEmpty(_exitId))
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{
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(ObjectCollisionComponent.Index,
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new ObjectCollisionComponent(_collisionRectangle, OnCollision));
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}
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}
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private void Update()
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{
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_wasColliding = _isColliding;
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_isColliding = false;
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}
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private void OnCollision(GameObject gameObject)
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{
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// can jump over stair entries
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if (_mode == 1 && !MapManager.ObjLink.IsGrounded() && !Map.Is2dMap)
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return;
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if (_mode == 3 && !MapManager.ObjLink.IsDiving() && !Map.Is2dMap)
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return;
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if (MapManager.ObjLink.IsRailJumping())
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return;
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_isColliding = true;
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// first step on the door?
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if (MapManager.ObjLink.WasHoleReset || MapManager.ObjLink.CurrentState == ObjLink.State.Dying || _wasColliding || _isTransitioning)
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return;
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_isTransitioning = true;
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var transitionEnd = new Vector2(
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_collisionRectangle.X + _collisionRectangle.Width / 2f,
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_collisionRectangle.Y + _collisionRectangle.Height / 2f + MapManager.ObjLink._body.Height / 2f);
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var color = Values.MapTransitionColor;
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var colorMode = false;
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if (_mode == 0)
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{
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if (_direction == 1)
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transitionEnd.Y = _collisionRectangle.Y + 8;
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else if (_direction == 3)
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transitionEnd.Y = _collisionRectangle.Y + 16;
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if (!Map.Is2dMap)
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MapManager.ObjLink.Direction = (_direction + 2) % 4;
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// walk on the ground
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if (Map.Is2dMap && (_direction % 2) == 0)
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transitionEnd.Y = _collisionRectangle.Bottom;
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}
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else if (_mode == 3)
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{
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if (Map.Is2dMap)
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{
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if (_direction == 0)
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transitionEnd = MapManager.ObjLink.EntityPosition.Position + new Vector2(8, 0);
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else if (_direction == 2)
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transitionEnd = MapManager.ObjLink.EntityPosition.Position + new Vector2(-8, 0);
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else if (_direction == 3)
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transitionEnd = MapManager.ObjLink.EntityPosition.Position +
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new Vector2(MapManager.ObjLink.GetSwimVelocity().X * 8, -8);
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// look at the camera
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MapManager.ObjLink.Direction = 3;
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}
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else
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// do not move while transitioning out
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transitionEnd = MapManager.ObjLink.EntityPosition.Position;
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}
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else if (_mode == 5)
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{
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transitionEnd = MapManager.ObjLink.EntityPosition.Position + MapManager.ObjLink._body.VelocityTarget * 60 * (MapTransitionSystem.ChangeMapTime / 1000f);
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color = Color.White;
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colorMode = true;
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}
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Game1.GameManager.PlaySoundEffect("D378-06-06");
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MapManager.ObjLink.MapTransitionStart = MapManager.ObjLink.EntityPosition.Position;
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MapManager.ObjLink.MapTransitionEnd = transitionEnd;
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MapManager.ObjLink.TransitionOutWalking = MapManager.ObjLink.EntityPosition.Position != transitionEnd;
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// append a map change
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var transitionSystem = (MapTransitionSystem)Game1.GameManager.GameSystems[typeof(MapTransitionSystem)];
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transitionSystem.AppendMapChange(_nextMap, _exitId, false, false, color, colorMode);
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}
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private void PlacePlayer()
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{
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_isColliding = true;
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_wasColliding = true;
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var transitionStart = new Vector2(
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_collisionRectangle.X + _collisionRectangle.Width / 2f,
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_collisionRectangle.Y + _collisionRectangle.Height / 2f + MapManager.ObjLink._body.Height / 2f);
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var transitionEnd = transitionStart;
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if (_mode == 0 || _mode == 1)
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{
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if (_direction == 0)
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transitionEnd.X = _collisionRectangle.X - MathF.Ceiling(MapManager.ObjLink._body.Width / 2f) - _positionOffset;
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else if (_direction == 1)
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transitionEnd.Y = _collisionRectangle.Y - _positionOffset;
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else if (_direction == 2)
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transitionEnd.X = _collisionRectangle.X + _collisionRectangle.Width + MathF.Ceiling(MapManager.ObjLink._body.Width / 2f) + _positionOffset;
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else if (_direction == 3)
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transitionEnd.Y = _collisionRectangle.Y + _collisionRectangle.Height + MapManager.ObjLink._body.Height + _positionOffset;
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// walk on the ground
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if (Map.Is2dMap && (_direction % 2) == 0)
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{
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transitionStart.Y = _collisionRectangle.Bottom;
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transitionEnd.Y = _collisionRectangle.Bottom;
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}
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}
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else if (_mode == 2)
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{
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MapManager.ObjLink.NextMapFallStart = true;
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}
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else if (_mode == 3)
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{
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if (_direction == 0)
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transitionEnd.X = _collisionRectangle.X - MathF.Ceiling(MapManager.ObjLink._body.Width / 2f) - _positionOffset;
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else if (_direction == 1)
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transitionEnd.Y = _collisionRectangle.Y - _positionOffset;
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else if (_direction == 2)
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transitionEnd.X = _collisionRectangle.X + _collisionRectangle.Width + MathF.Ceiling(MapManager.ObjLink._body.Width / 2f) + _positionOffset;
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else if (_direction == 3)
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transitionEnd.Y = _collisionRectangle.Y + _collisionRectangle.Height + MapManager.ObjLink._body.Height + _positionOffset;
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}
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else if (_mode == 4)
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{
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// why was this here?
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//transitionEnd.Y = _collisionRectangle.Y + _collisionRectangle.Height + MapManager.ObjLink._body.Height - _positionOffset;
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}
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else if (_mode == 5)
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{
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transitionEnd = transitionStart + new Vector2(0, -0.5f) * 60 * (MapTransitionSystem.ChangeMapTime / 1000f);
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}
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else if (_mode == 6)
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{
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MapManager.ObjLink.NextMapFallRotateStart = true;
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}
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if (_savePosition)
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{
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MapManager.ObjLink.SaveMap = Map.MapName;
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MapManager.ObjLink.SavePosition = transitionEnd;
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MapManager.ObjLink.SaveDirection = _direction;
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// save settings?
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if (GameSettings.Autosave)
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{
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SaveGameSaveLoad.SaveGame(Game1.GameManager);
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Game1.GameManager.InGameOverlay.InGameHud.ShowSaveIcon();
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}
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}
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MapManager.ObjLink.NextMapPositionStart = transitionStart;
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MapManager.ObjLink.NextMapPositionEnd = transitionEnd;
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MapManager.ObjLink.TransitionInWalking = transitionStart != transitionEnd;
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MapManager.ObjLink.DirectionEntry = _direction;
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// no transition (eg. fall into a 2d room)
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if (_mode == 7)
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{
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MapManager.ObjLink.Fall2DEntry = true;
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MapManager.ObjLink.NextMapPositionEnd = null;
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}
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}
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}
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} |