mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
248 lines
8.7 KiB
C#
248 lines
8.7 KiB
C#
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.Map;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Things
|
|
{
|
|
public class ObjHookshot : GameObject
|
|
{
|
|
public CPosition HookshotPosition => _hookshotPosition;
|
|
|
|
public bool IsMoving;
|
|
|
|
private readonly List<GameObject> _itemList = new List<GameObject>();
|
|
private readonly CPosition _hookshotPosition;
|
|
private ObjItem _item;
|
|
|
|
private readonly DictAtlasEntry _spriteChain;
|
|
private readonly DictAtlasEntry _spriteHook;
|
|
|
|
private readonly BodyComponent _body;
|
|
private readonly CBox _damageBox;
|
|
|
|
private Vector2 _direction;
|
|
private Vector2 _startPositionOffset;
|
|
|
|
private const float Speed = 3;
|
|
|
|
private bool _comingBack;
|
|
private bool _pullingPlayer;
|
|
private bool _pokeParticleSpawned;
|
|
|
|
private float _soundCounter;
|
|
|
|
public ObjHookshot()
|
|
{
|
|
_hookshotPosition = new CPosition(0, 0, 0);
|
|
_hookshotPosition.AddPositionListener(typeof(ObjHookshot), UpdateItemPosition);
|
|
|
|
EntitySize = new Rectangle(-10, -10, 20, 20);
|
|
|
|
_damageBox = new CBox(_hookshotPosition, -5, -5, 0, 10, 10, 8, true);
|
|
|
|
_body = new BodyComponent(_hookshotPosition, -1, -1, 2, 2, 8)
|
|
{
|
|
IgnoresZ = true,
|
|
IgnoreHoles = true,
|
|
IgnoreInsideCollision = false,
|
|
MoveCollision = OnCollision,
|
|
};
|
|
|
|
_spriteChain = Resources.GetSprite("hookshot_chain");
|
|
_spriteHook = Resources.GetSprite("hookshot_hook");
|
|
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
|
|
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, _hookshotPosition));
|
|
}
|
|
|
|
public void Reset()
|
|
{
|
|
IsMoving = false;
|
|
}
|
|
|
|
public void Start(Map.Map map, Vector3 position, Vector2 direction)
|
|
{
|
|
Map = map;
|
|
|
|
_hookshotPosition.Set(position);
|
|
_startPositionOffset = new Vector2(position.X, position.Y) - MapManager.ObjLink.EntityPosition.Position;
|
|
|
|
_body.VelocityTarget = direction * Speed;
|
|
_body.CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.Hookshot;
|
|
// if the player is on an upper level he can shoot down through walls that are blocking if the is not on the upper level
|
|
_body.Level = MapStates.GetLevel(MapManager.ObjLink._body.CurrentFieldState);
|
|
|
|
_direction = direction;
|
|
|
|
_comingBack = false;
|
|
_pullingPlayer = false;
|
|
_item = null;
|
|
|
|
IsMoving = true;
|
|
_pokeParticleSpawned = false;
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
_soundCounter += Game1.DeltaTime;
|
|
if (_soundCounter > 65)
|
|
{
|
|
_soundCounter -= 65;
|
|
Game1.GameManager.PlaySoundEffect("D378-11-0B", true);
|
|
}
|
|
|
|
if (_pullingPlayer)
|
|
{
|
|
if (!MapManager.ObjLink.UpdateHookshotPull())
|
|
Despawn();
|
|
|
|
return;
|
|
}
|
|
|
|
var direction = MapManager.ObjLink.EntityPosition.Position + _startPositionOffset - _hookshotPosition.Position;
|
|
var distance = direction.Length();
|
|
|
|
_hookshotPosition.Z = MapManager.ObjLink.EntityPosition.Z;
|
|
|
|
if (!_comingBack)
|
|
{
|
|
if (distance > 120)
|
|
ComeBack();
|
|
}
|
|
else
|
|
{
|
|
if (direction != Vector2.Zero)
|
|
direction.Normalize();
|
|
|
|
_body.VelocityTarget = direction * Speed;
|
|
|
|
if (distance < 2)
|
|
Despawn();
|
|
}
|
|
|
|
CollectItem();
|
|
|
|
// do not hit stuff while coming back
|
|
if (!_comingBack)
|
|
{
|
|
// damage: 2
|
|
var collision = Map.Objects.Hit(this, _hookshotPosition.Position, _damageBox.Box, HitType.Hookshot, 2, false, false);
|
|
if ((collision & (
|
|
Values.HitCollision.Enemy | Values.HitCollision.Blocking |
|
|
Values.HitCollision.Repelling | Values.HitCollision.RepellingParticle)) != 0)
|
|
{
|
|
if ((collision & Values.HitCollision.RepellingParticle) != 0 && !_pokeParticleSpawned)
|
|
Repell();
|
|
|
|
ComeBack();
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Draw(SpriteBatch spriteBatch)
|
|
{
|
|
// draw the chain
|
|
var handPosition = MapManager.ObjLink.EntityPosition.ToVector3();
|
|
handPosition.X += _startPositionOffset.X;
|
|
handPosition.Y += _startPositionOffset.Y;
|
|
var direction = _hookshotPosition.ToVector3() - handPosition;
|
|
for (var i = 0; i < 3; i++)
|
|
spriteBatch.Draw(_spriteChain.Texture, new Vector2(handPosition.X - 2, handPosition.Y - 2 - MapManager.ObjLink.EntityPosition.Z) +
|
|
new Vector2(direction.X, direction.Y) * ((i + 0.75f) / 4f) +
|
|
new Vector2(0, -direction.Z * ((i + 0.75f) / 4f)), _spriteChain.SourceRectangle, Color.White);
|
|
|
|
// draw the hook
|
|
spriteBatch.Draw(_spriteHook.Texture, new Vector2(_hookshotPosition.X - 7,
|
|
_hookshotPosition.Y - 7 - _hookshotPosition.Z), _spriteHook.SourceRectangle, Color.White);
|
|
}
|
|
|
|
private void Despawn()
|
|
{
|
|
IsMoving = false;
|
|
Map.Objects.DeleteObjects.Add(this);
|
|
}
|
|
|
|
private void CollectItem()
|
|
{
|
|
if (_item != null && !_item.Collected)
|
|
return;
|
|
|
|
_item = null;
|
|
_itemList.Clear();
|
|
|
|
Map.Objects.GetComponentList(_itemList, (int)_damageBox.Box.X, (int)_damageBox.Box.Y,
|
|
(int)_damageBox.Box.Width, (int)_damageBox.Box.Height, CollisionComponent.Mask);
|
|
|
|
// check if an item was found
|
|
foreach (var gameObject in _itemList)
|
|
{
|
|
var collidingBox = Box.Empty;
|
|
var collisionObject = gameObject.Components[CollisionComponent.Index] as CollisionComponent;
|
|
if ((collisionObject.CollisionType & Values.CollisionTypes.Item) != 0 &&
|
|
collisionObject.Collision(_damageBox.Box, 0, 0, ref collidingBox))
|
|
{
|
|
var newItem = (ObjItem)collisionObject.Owner;
|
|
if (newItem.IsActive && !newItem.Collected)
|
|
{
|
|
_item = newItem;
|
|
_item.InitCollection();
|
|
ComeBack();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateItemPosition(CPosition position)
|
|
{
|
|
_item?.EntityPosition.Set(new Vector3(position.X, position.Y + 4, position.Z));
|
|
}
|
|
|
|
private void ComeBack()
|
|
{
|
|
_comingBack = true;
|
|
_body.CollisionTypes = Values.CollisionTypes.None;
|
|
}
|
|
|
|
private void OnCollision(Values.BodyCollision collision)
|
|
{
|
|
var collidingBox = Box.Empty;
|
|
var box = _body.BodyBox.Box;
|
|
box.X += _direction.X;
|
|
box.Y += _direction.Y;
|
|
|
|
if (Map.Objects.Collision(box, Box.Empty, Values.CollisionTypes.Hookshot, 0, _body.Level, ref collidingBox))
|
|
{
|
|
// gets pulled towards the colliding box
|
|
_body.VelocityTarget = Vector2.Zero;
|
|
_pullingPlayer = true;
|
|
MapManager.ObjLink.StartHookshotPull();
|
|
}
|
|
else
|
|
{
|
|
Repell();
|
|
|
|
ComeBack();
|
|
}
|
|
}
|
|
|
|
private void Repell()
|
|
{
|
|
_pokeParticleSpawned = true;
|
|
|
|
// hookshot repels from the colliding box
|
|
Game1.GameManager.PlaySoundEffect("D360-07-07");
|
|
|
|
var animation = new ObjAnimator(Map, 0, 0, Values.LayerTop, "Particles/swordPoke", "run", true);
|
|
animation.EntityPosition.Set(_hookshotPosition.Position);
|
|
Map.Objects.SpawnObject(animation);
|
|
}
|
|
}
|
|
} |