LADXHD/InGame/GameObjects/NPCs/ObjMarin.cs
2023-12-14 17:21:22 -05:00

961 lines
37 KiB
C#

using System;
using System.Collections.Generic;
using System.Globalization;
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.GameObjects.Base.Systems;
using ProjectZ.InGame.GameObjects.Things;
using ProjectZ.InGame.GameSystems;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
public class ObjMarin : GameObjectFollower
{
private enum States { Idle, Sequence, Fade, Singing, SingingFinal, AnimalSinging, SingingDuo, PostDuo, SingingWalrus, FollowPlayer, Jumping, Saved, DungeonReturn };
private States _currentState = States.Idle;
struct MoveStep
{
public bool OffsetMode;
public float MoveSpeed;
public Vector2 Offset;
public Vector2 Position;
}
private Queue<MoveStep> _nextMoveStep = new Queue<MoveStep>();
public override bool IsActive
{
get => base.IsActive;
set
{
base.IsActive = value;
if (value)
Activate();
}
}
public bool IsHidden;
private bool _wasHidden;
public bool EnterDungeonMessage;
private bool _enterDungeonMessage;
private bool _dungeonLeaveSequence;
private Rectangle _field;
private Vector2 _returnStart;
private Vector2 _returnEnd;
private Vector2 _railJumpStartPosition;
private Vector2 _railJumpTargetPosition;
private float _railJumpSpeed;
private float _railJumpHeight;
private float _railJumpPercentage;
private bool _isRailJumping;
private float _holeAbsorbCounter;
private bool _holeAbsorb;
private bool _fountainSequence;
private bool _fountainMouse;
private bool _fountainSeqInit;
private float _returnCounter;
private bool _returnInit;
private bool _returnFinished;
private double _dungeonEnterTime;
private int _dungeonEnterLives;
private readonly BodyComponent _body;
private readonly Animator _animator;
private readonly BodyDrawComponent _bodyDrawComponent;
private readonly CSprite _sprite;
private readonly BodyDrawShadowComponent _shadowComponent;
private readonly DictAtlasEntry _spriteNote;
private Vector2 _followVelocity;
private Vector2 _targetPosition;
private float _moveSpeed;
private float _fadeTime;
private float _fadeCounter;
private float _noteCount;
private float _noteEndTime;
private int _lastDirection = -1;
private int _cycleTime = 1000;
private float _duoCounter;
private int _duoIndex;
private int _walkDirection;
private bool _isSinging;
private bool _isSingingWithSound;
private bool _helpDialogShown;
private bool _isPulled;
private int _pullOffsetY;
private bool _isMoving;
public ObjMarin() : base("marin") { }
public ObjMarin(Map.Map map, int posX, int posY) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_spriteNote = Resources.GetSprite("note");
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/marin");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
if (map != null)
_field = map.GetField(posX, posY);
_body = new BodyComponent(EntityPosition, -7, -10, 14, 10, 8)
{
//CollisionTypes = Values.CollisionTypes.None
MoveCollision = OnCollision,
IgnoreHoles = true,
Gravity = -0.15f
};
_bodyDrawComponent = new BodyDrawComponent(_body, _sprite, 1);
var mariaState = Game1.GameManager.SaveManager.GetString("maria_state");
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
AddComponent(BodyComponent.Index, _body);
AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Normal | Values.CollisionTypes.PushIgnore));
AddComponent(InteractComponent.Index, new InteractComponent(_body.BodyBox, Interact));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(_body, _sprite));
}
public override void Init()
{
Game1.GameManager.SaveManager.RemoveString("marin_sing_position");
_enterDungeonMessage = false;
EnterDungeonMessage = false;
_sprite.IsVisible = true;
// fall with the player from the ceiling?
if (MapManager.ObjLink.EntityPosition.Z > 0)
{
EntityPosition.Z = MapManager.ObjLink.EntityPosition.Z;
_body.Velocity.Z = 0.5f;
_body.IsGrounded = false;
_fountainSequence = true;
_fountainMouse =
Game1.GameManager.SaveManager.GetString("photoMouseActive", "0") == "1" &&
Game1.GameManager.SaveManager.GetString("photo_sequence_fountain", "0") == "0";
_fountainSeqInit = false;
_followVelocity = Vector2.Zero;
_walkDirection = 3;
_animator.Play("jump_down_" + _walkDirection);
}
// is disabled for the current room?
var wasHidden = IsHidden;
if (IsHidden)
{
IsHidden = false;
base.IsActive = false;
}
else if (_wasHidden)
{
base.IsActive = true;
}
_wasHidden = wasHidden;
if (_dungeonLeaveSequence)
base.IsActive = true;
if (IsActive)
Activate();
}
public void LeaveDungeonSequence(Vector2 position)
{
_returnInit = true;
_returnFinished = false;
_returnCounter = 0;
_returnStart = new Vector2(position.X + 40, position.Y + 24);
_returnEnd = new Vector2(position.X + 8, position.Y + 28);
_dungeonLeaveSequence = true;
Game1.GameManager.SaveManager.SetString("maria_dungeon", "0");
_animator.Play("wait");
}
public void OnAppendMapChange()
{
if (_currentState == States.FollowPlayer && (_enterDungeonMessage || EnterDungeonMessage))
{
_body.VelocityTarget = Vector2.Zero;
_currentState = States.Idle;
Game1.GameManager.SaveManager.SetString("maria_dungeon", "1");
Game1.GameManager.StartDialogPath("marin_dungeon");
_dungeonEnterTime = Game1.TotalGameTime;
_dungeonEnterLives = Game1.GameManager.CurrentHealth;
// stop walking
_animator.Stop();
}
}
public override void SetPosition(Vector2 position)
{
if (_currentState == States.DungeonReturn)
return;
EntityPosition.Set(position);
}
private void Activate()
{
var mariaState = Game1.GameManager.SaveManager.GetString("maria_state");
// singing for the animals
// TODO: fade in music
if (mariaState == "3")
{
if (Components[CollisionComponent.Index] != null)
RemoveComponent(CollisionComponent.Index);
var marinDungeonState = Game1.GameManager.SaveManager.GetString("maria_dungeon");
if (!string.IsNullOrEmpty(marinDungeonState) && marinDungeonState == "1")
{
IsActive = false;
return;
}
if (_dungeonLeaveSequence)
{
_dungeonLeaveSequence = false;
_currentState = States.DungeonReturn;
return;
}
_currentState = States.FollowPlayer;
_followVelocity = Vector2.Zero;
if (MapManager.ObjLink.NextMapPositionStart.HasValue &&
MapManager.ObjLink.NextMapPositionEnd.HasValue)
{
var direction = MapManager.ObjLink.NextMapPositionEnd.Value -
MapManager.ObjLink.NextMapPositionStart.Value;
if (direction != Vector2.Zero)
_walkDirection = AnimationHelper.GetDirection(direction);
_animator.Play("walk_" + _walkDirection);
}
}
else if (mariaState == "4")
{
var animal0 = new ObjPersonNew(Map, (int)EntityPosition.X + 8, (int)EntityPosition.Y - 32, null, "animal_rabbit", "animals_absorbed", "dance_3", new Rectangle(0, 0, 12, 12));
var animal1 = new ObjPersonNew(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y + 32, null, "animal_rabbit", "animals_absorbed", "dance_1", new Rectangle(0, 0, 12, 12));
var animal2 = new ObjPersonNew(Map, (int)EntityPosition.X - 40, (int)EntityPosition.Y + 16, null, "animal_rabbit", "animals_absorbed", "dance_1", new Rectangle(0, 0, 12, 12));
var animal3 = new ObjPersonNew(Map, (int)EntityPosition.X - 40, (int)EntityPosition.Y - 32, null, "animal 02", "animals_absorbed", "dance", new Rectangle(0, 0, 12, 12));
var animal4 = new ObjPersonNew(Map, (int)EntityPosition.X + 24, (int)EntityPosition.Y + 16, null, "animal 03", "animals_absorbed", "dance", new Rectangle(0, 0, 12, 12));
Map.Objects.SpawnObject(animal0);
Map.Objects.SpawnObject(animal1);
Map.Objects.SpawnObject(animal2);
Map.Objects.SpawnObject(animal3);
Map.Objects.SpawnObject(animal4);
_currentState = States.AnimalSinging;
StartSinging();
// TODO: blend in with distance
//Game1.GameManager.SetMusic(46, 2);
}
else if (mariaState == "5")
{
_currentState = States.Jumping;
_animator.Play("land");
((BodyCollisionComponent)Components[BodyCollisionComponent.Index]).IsActive = false;
}
}
private void Update()
{
// rotate towards the player
if (_currentState == States.Idle)
{
var playerDistance = new Vector2(
MapManager.ObjLink.EntityPosition.X - (EntityPosition.X),
MapManager.ObjLink.EntityPosition.Y - (EntityPosition.Y - 4));
var dir = 3;
// rotate in the direction of the player
if (playerDistance.Length() < 32)
dir = AnimationHelper.GetDirection(playerDistance);
if (_lastDirection != dir)
{
// look at the player
_animator.Play("stand_" + dir);
_lastDirection = dir;
}
}
else if (_currentState == States.AnimalSinging)
{
// start/stop depending on the distance to the player
var nearPlayer = _field.Contains(MapManager.ObjLink.EntityPosition.Position);
if (!_isSingingWithSound && nearPlayer)
{
_isSingingWithSound = true;
Game1.GameManager.SetMusic(46, 2);
}
else if (_isSingingWithSound && !nearPlayer)
{
_isSingingWithSound = false;
Game1.GameManager.SetMusic(-1, 2);
}
}
else if (_currentState == States.Singing)
{
// stop singing if the player is too far away
var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
if (distance.Length() > 80)
{
StopSinging();
_currentState = States.Idle;
}
}
else if (_currentState == States.SingingDuo)
{
UpdateSingingDuo();
}
else if (_currentState == States.FollowPlayer)
{
UpdateFollowPlayer();
}
else if (_currentState == States.Jumping)
{
var playerPosition = MapManager.ObjLink.EntityPosition.Position;
var playerDirection = EntityPosition.Position - playerPosition;
var distance = playerDirection.Length();
if (distance < 72 && !_helpDialogShown)
{
_helpDialogShown = true;
Game1.GameManager.StartDialogPath("marin_help");
}
else if (distance > 128)
{
_helpDialogShown = false;
}
if (!_isPulled && distance < 16 && playerDirection.X > 8)
{
_isPulled = true;
_pullOffsetY = (int)playerDirection.Y;
_animator.Play("stand_0");
}
if (_isPulled)
{
EntityPosition.Set(new Vector2(playerPosition.X + 14, playerPosition.Y + _pullOffsetY));
if (!MapManager.ObjLink.IsUsingHookshot())
{
_isPulled = false;
_currentState = States.Saved;
Game1.GameManager.StartDialogPath("marin_saved");
}
}
if (_animator.CurrentAnimation.Id == "jump" && _body.IsGrounded)
{
_animator.Play("land");
}
if (_animator.CurrentAnimation.Id == "land" && !_animator.IsPlaying)
{
_animator.Play("jump");
_body.Velocity.Z = 1.25f;
}
}
else if (_currentState == States.DungeonReturn)
{
UpdateReturn();
}
UpdateMoving();
UpdateFade();
if (_isSinging || _noteCount < _noteEndTime)
_noteCount += Game1.DeltaTime;
else
_noteCount = _noteEndTime;
}
private void UpdateReturn()
{
// freeze the player (need to make sure to play the transition animation)
var transitionSystem = (MapTransitionSystem)Game1.GameManager.GameSystems[typeof(MapTransitionSystem)];
if (!transitionSystem.IsTransitioningIn())
MapManager.ObjLink.FreezePlayer();
_returnCounter += Game1.DeltaTime;
if (_returnInit)
{
_returnInit = false;
EntityPosition.Set(_returnStart);
}
if (_returnFinished)
{
_walkDirection = 1;
_animator.Play("stand_1");
if (_returnCounter > 2500)
{
// show message after having 4 or less lives and having walked into the dungeon with more than 4
// there are two different dialogs; the second one appear not as often as the first one
var heartsDialog = Game1.GameManager.CurrentHealth <= 4 && (_dungeonEnterLives >= 4 || _dungeonEnterLives == 0);
var randomDialog = Game1.RandomNumber.Next(0, 5);
Game1.GameManager.SaveManager.SetString("marin_dungeon_hearts", heartsDialog ? (randomDialog < 4 ? "1" : "2") : "0");
// show a different message after two minutes; does not work correctly if the savestate is loaded
var longTimeDialog = _dungeonEnterTime + 120000 < Game1.TotalGameTime;
Game1.GameManager.SaveManager.SetString("marin_dungeon_time", longTimeDialog ? "1" : "0");
_currentState = States.FollowPlayer;
Game1.GameManager.StartDialogPath("marin_dungeon_leave");
}
return;
}
// start walking
if (_returnCounter > 1500)
{
_animator.Play("walk_0");
var newPosition = AnimationHelper.MoveToTarget(EntityPosition.Position, _returnEnd, 0.75f * Game1.TimeMultiplier);
EntityPosition.Set(newPosition);
if (newPosition == _returnEnd)
_returnFinished = true;
}
}
private void UpdateFade()
{
if (_fadeTime <= 0)
return;
_fadeCounter -= Game1.DeltaTime;
if (_fadeCounter <= 0)
Map.Objects.DeleteObjects.Add(this);
else
{
var percentage = _fadeCounter / _fadeTime;
_sprite.Color = Color.White * percentage;
_shadowComponent.Transparency = percentage;
}
}
private void UpdateMoving()
{
if (!_isMoving)
return;
// move towards the target position
var targetDistance = _targetPosition - EntityPosition.Position;
if (targetDistance.Length() > _moveSpeed * Game1.TimeMultiplier)
{
targetDistance.Normalize();
_body.VelocityTarget = targetDistance * _moveSpeed;
var dir = AnimationHelper.GetDirection(targetDistance);
_animator.Play("walk_" + dir);
}
// finished walking
else
{
_body.VelocityTarget = Vector2.Zero;
EntityPosition.Set(_targetPosition);
if (_nextMoveStep.Count > 0)
DequeueMove();
else
{
_isMoving = false;
SetMovingString(false);
}
}
}
private void DequeueMove()
{
var move = _nextMoveStep.Dequeue();
_moveSpeed = move.MoveSpeed;
if (!move.OffsetMode)
_targetPosition = move.Position;
else
_targetPosition = EntityPosition.Position + move.Offset;
}
private void SetMovingString(bool state)
{
Game1.GameManager.SaveManager.SetString("marinMoving", state ? "1" : "0");
}
private void UpdateSingingDuo()
{
_duoCounter += Game1.DeltaTime;
if (_duoIndex == 0 && _duoCounter > 7500)
{
_duoIndex++;
_isSinging = false;
_animator.Play("idle");
MapManager.ObjLink.StartOcarinaDuo();
}
else if (_duoIndex == 1 && _duoCounter > 16000)
{
_duoIndex++;
_isSinging = true;
_animator.Play("sing");
}
else if (_duoIndex == 2 && _duoCounter > 32000)
{
_duoIndex++;
_isSinging = false;
_animator.Play("idle");
}
else if (_duoIndex == 3 && _duoCounter > 33000)
{
_currentState = States.PostDuo;
MapManager.ObjLink.StopOcarinaDuo();
Game1.GameManager.StartDialogPath("marin_singing_end");
Game1.GameManager.SetMusic(-1, 2);
Game1.GameManager.SaveManager.RemoveString("marin_sing_position");
}
if (_duoIndex == 0)
MapManager.ObjLink.FreezePlayer();
}
private void OnCollision(Values.BodyCollision collision)
{
if ((collision & Values.BodyCollision.Vertical) != 0)
{
_followVelocity.X += Math.Abs(_followVelocity.Y) * MathF.Sign(_followVelocity.X);
_followVelocity.Y = 0;
}
if ((collision & Values.BodyCollision.Horizontal) != 0)
{
_followVelocity.Y += Math.Abs(_followVelocity.X) * MathF.Sign(_followVelocity.Y);
_followVelocity.X = 0;
}
}
private void UpdateFollowPlayer()
{
if (((MapTransitionSystem)Game1.GameManager.GameSystems[typeof(MapTransitionSystem)]).IsTransitioningIn())
{
_body.VelocityTarget = Vector2.Zero;
return;
}
// make sure that the player does not walk before marin hits the ground
// he could potentially collect the heart
if (_fountainMouse)
MapManager.ObjLink.FreezePlayer();
if (!_fountainSeqInit && _fountainSequence)
{
_fountainSeqInit = true;
EntityPosition.Set(new Vector2(EntityPosition.X, EntityPosition.Y - 8));
}
if (_fountainSequence && _body.IsGrounded)
{
_fountainSequence = false;
_fountainMouse = false;
var playerDist = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.Position.X, EntityPosition.Position.Y + 4);
var fallenOnLink = playerDist.Length() < 8;
Game1.GameManager.SaveManager.SetString("fallen_on_link", (fallenOnLink ? "1" : "0"));
Game1.GameManager.StartDialogPath("seq_fountain");
if (fallenOnLink)
{
Game1.GameManager.ShakeScreen(450, 0, 2, 0, 5);
Game1.GameManager.PlaySoundEffect("D360-11-0B");
}
}
// jump
if (MapManager.ObjLink.CurrentState == ObjLink.State.Jumping &&
((!MapManager.ObjLink.IsRailJumping() && MapManager.ObjLink._body.Velocity.Z < 0) ||
MapManager.ObjLink.GetRailJumpAmount() > 0.45f) && _body.IsGrounded)
{
Game1.GameManager.PlaySoundEffect("D360-36-24");
_body.Velocity.Z = 2.35f;
if (MapManager.ObjLink.IsRailJumping())
{
_isRailJumping = true;
_holeAbsorb = false;
_body.IgnoreHeight = true;
_body.IgnoresZ = true;
_body.IsGrounded = false;
_body.VelocityTarget = Vector2.Zero;
_railJumpPercentage = 0;
_railJumpStartPosition = EntityPosition.Position;
_railJumpTargetPosition = MapManager.ObjLink.RailJumpTarget();
_railJumpSpeed = MapManager.ObjLink.RailJumpSpeed();
_railJumpHeight = MapManager.ObjLink.RailJumpHeight();
_walkDirection = MapManager.ObjLink.Direction;
_animator.Play("stand_" + _walkDirection);
}
}
if (_isRailJumping)
{
_railJumpPercentage += Game1.TimeMultiplier * _railJumpSpeed;
var amount = MathF.Sin(_railJumpPercentage * (MathF.PI * 0.3f)) / MathF.Sin(MathF.PI * 0.3f);
var newPosition = Vector2.Lerp(_railJumpStartPosition, _railJumpTargetPosition, amount);
EntityPosition.Set(newPosition);
EntityPosition.Z = MathF.Sin(_railJumpPercentage * MathF.PI) * _railJumpHeight;
// finished rail jump?
if (_railJumpPercentage >= 1)
{
_isRailJumping = false;
_body.IgnoreHeight = false;
_body.IgnoresZ = false;
_body.Velocity.Z = -1f;
EntityPosition.Set(_railJumpTargetPosition);
}
if (MapManager.ObjLink.IsHoleAbsorb())
{
_holeAbsorb = true;
_holeAbsorbCounter = 175;
}
return;
}
// fall into a hole with link?
if (_holeAbsorb)
{
_holeAbsorbCounter -= Game1.DeltaTime;
if (_holeAbsorbCounter >= 0)
return;
var fallAnimation = new ObjAnimator(Map, 0, 0, Values.LayerBottom, "Particles/fall", "idle", true);
fallAnimation.EntityPosition.Set(new Vector2(
_body.Position.X + _body.OffsetX + _body.Width / 2.0f - 5,
_body.Position.Y + _body.OffsetY + _body.Height / 2.0f - 5));
Map.Objects.SpawnObject(fallAnimation);
_sprite.IsVisible = false;
_holeAbsorb = false;
return;
}
if (MapManager.ObjLink.IsRailJumping())
return;
// landed on the ground?
if (_body.IsGrounded && !_body.WasGrounded)
{
Game1.GameManager.PlaySoundEffect("D378-07-07");
}
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
var playerDistance = Math.Abs(playerDirection.X) + Math.Abs(playerDirection.Y);
if (playerDirection != Vector2.Zero)
playerDirection.Normalize();
var walkSpeedMult = playerDistance / 16;
var targetVelocity = Vector2.Zero;
var collisionCheckDist = 8;
var collidingBox = Box.Empty;
// check for future collisions
var collisionH = SystemBody.Collision(_body,
EntityPosition.X + playerDirection.X * collisionCheckDist,
EntityPosition.Y, 0, _body.CollisionTypes, false, ref collidingBox);
var collisionV = SystemBody.Collision(_body,
EntityPosition.X,
EntityPosition.Y + playerDirection.Y * collisionCheckDist, 0, _body.CollisionTypes, false, ref collidingBox);
// disable the collision if we are too far away from the player; this will prevent situations where we are stuck
var ignoreCollisions = MapManager.ObjLink.IsRailJumping() || playerDistance > 24;
_body.CollisionTypes = ignoreCollisions ? Values.CollisionTypes.None : Values.CollisionTypes.Normal;
if (playerDistance > 16)
{
targetVelocity = playerDirection * walkSpeedMult;
// try to avoid future collisions by walking around the colliding object
if (!ignoreCollisions && collisionH)
{
targetVelocity.Y += (Math.Abs(targetVelocity.X) * MathF.Sign(targetVelocity.Y)) * 0.5f;
targetVelocity.X *= 0.5f;
}
else if (!ignoreCollisions && collisionV)
{
targetVelocity.X += (Math.Abs(targetVelocity.Y) * MathF.Sign(targetVelocity.X)) * 0.5f;
targetVelocity.Y *= 0.5f;
}
}
_followVelocity = Vector2.Lerp(_followVelocity, targetVelocity, 0.45f * Game1.TimeMultiplier);
_body.VelocityTarget = _followVelocity;
if (_followVelocity.Length() > 0.1f)
_walkDirection = AnimationHelper.GetDirection(_followVelocity);
// play walk/stand animation
// jump animation
if (MapManager.ObjLink.IsJumping() && _followVelocity.Length() < 0.1f)
{
_animator.Play("jump_up_" + _walkDirection);
}
else if (!_body.IsGrounded)
{
if (_body.Velocity.Z > 0)
_animator.Play("jump_up_" + _walkDirection);
else
_animator.Play("jump_down_" + _walkDirection);
}
else if (_followVelocity.Length() > 0.1f)
{
_animator.Play("walk_" + _walkDirection);
_animator.SpeedMultiplier = walkSpeedMult;
}
else
{
_animator.Play("stand_" + _walkDirection);
}
_enterDungeonMessage = EnterDungeonMessage;
EnterDungeonMessage = false;
}
private void StartSinging()
{
_isSinging = true;
_noteCount = 0;
_noteEndTime = 0;
_body.VelocityTarget = Vector2.Zero;
_animator.Play("sing");
// set the position for the dogs listening
Game1.GameManager.SaveManager.SetString("marin_sing_position", (int)EntityPosition.X + "," + (int)EntityPosition.Y);
}
private void StopSinging()
{
Game1.GameManager.SetMusic(-1, 2);
_isSinging = false;
_isSingingWithSound = false;
_lastDirection = -1;
_noteEndTime = (int)(_noteCount / (_cycleTime * 0.5f) + 2) * (_cycleTime * 0.5f);
Game1.GameManager.SaveManager.RemoveString("marin_sing_position");
}
private void KeyChanged()
{
if (!IsActive)
return;
// start fading away?
var fadeValue = Game1.GameManager.SaveManager.GetString("maria_fade");
if (!string.IsNullOrEmpty(fadeValue))
{
_fadeTime = int.Parse(fadeValue);
_fadeCounter = _fadeTime;
Game1.GameManager.SaveManager.RemoveString("maria_fade");
}
// start moving?
var moveValue = Game1.GameManager.SaveManager.GetString("maria_walk");
if (!string.IsNullOrEmpty(moveValue))
{
var split = moveValue.Split(',');
if (split.Length == 3)
{
var offsetX = int.Parse(split[0]);
var offsetY = int.Parse(split[1]);
_moveSpeed = float.Parse(split[2], CultureInfo.InvariantCulture);
_nextMoveStep.Enqueue(new MoveStep() { MoveSpeed = _moveSpeed, Offset = new Vector2(offsetX, offsetY), OffsetMode = true });
}
if (split.Length == 4)
{
var positionX = int.Parse(split[0]);
var positionY = int.Parse(split[1]);
_moveSpeed = float.Parse(split[2], CultureInfo.InvariantCulture);
_nextMoveStep.Enqueue(new MoveStep() { MoveSpeed = _moveSpeed, Position = new Vector2(positionX, positionY) });
}
if (!_isMoving)
{
_isMoving = true;
DequeueMove();
SetMovingString(true);
_body.CollisionTypes = Values.CollisionTypes.None;
}
_isMoving = true;
_currentState = States.Idle;
Game1.GameManager.SaveManager.RemoveString("maria_walk");
}
// start singing?
var value = Game1.GameManager.SaveManager.GetString("maria_sing");
if (value != null && value == "1")
{
StartSinging();
Game1.GameManager.SetMusic(46, 2);
_currentState = States.Singing;
Game1.GameManager.SaveManager.RemoveString("maria_sing");
}
// start singing for the final scene?
var singFinal = Game1.GameManager.SaveManager.GetString("maria_sing_final", "0");
if (singFinal == "1")
{
StartSinging();
_currentState = States.SingingFinal;
Game1.GameManager.SaveManager.RemoveString("maria_sing_final");
}
var animalKey = Game1.GameManager.SaveManager.GetString("maria_sing_animals");
if (animalKey != null && animalKey == "1")
{
StartSinging();
Game1.GameManager.SetMusic(46, 2);
_currentState = States.AnimalSinging;
Game1.GameManager.SaveManager.RemoveString("maria_sing_animals");
}
var walrusKey = Game1.GameManager.SaveManager.GetString("maria_stop_singing");
if (walrusKey != null && walrusKey == "1")
{
StopSinging();
_currentState = States.Sequence;
Game1.GameManager.SaveManager.RemoveString("maria_stop_singing");
}
var animationKey = Game1.GameManager.SaveManager.GetString("maria_play_animation");
if (!string.IsNullOrEmpty(animationKey))
{
_animator.Play(animationKey);
_currentState = States.Sequence;
Game1.GameManager.SaveManager.RemoveString("maria_play_animation");
}
var stopSingingKey = Game1.GameManager.SaveManager.GetString("maria_sing_walrus");
if (stopSingingKey != null && stopSingingKey == "1")
{
StartSinging();
Game1.GameManager.SetMusic(46, 2);
_currentState = States.SingingWalrus;
Game1.GameManager.SaveManager.RemoveString("maria_sing_walrus");
}
var duoKey = Game1.GameManager.SaveManager.GetString("maria_start_duo");
if (duoKey != null && duoKey == "1")
{
_duoIndex = 0;
_duoCounter = 0;
StartSinging();
Game1.GameManager.SetMusic(73, 2);
_currentState = States.SingingDuo;
MapManager.ObjLink.FreezePlayer();
Game1.GameManager.SaveManager.RemoveString("maria_start_duo");
}
}
private bool Interact()
{
if (_currentState != States.Idle &&
_currentState != States.AnimalSinging &&
_currentState != States.PostDuo)
return false;
// stop singing
if (_currentState == States.AnimalSinging)
{
_isSinging = false;
_animator.Play("idle");
Game1.GameManager.SetMusic(-1, 2);
}
Game1.GameManager.StartDialogPath("maria");
return true;
}
private void Draw(SpriteBatch spriteBatch)
{
// draw maria
_bodyDrawComponent.Draw(spriteBatch);
// draw the notes if maria is singing
var leftNotePosition = new Vector2(EntityPosition.X - 8 - _spriteNote.SourceRectangle.Width / 2f, EntityPosition.Y - 16 - _spriteNote.SourceRectangle.Height / 2f);
var leftNoteDirection = new Vector2(-0.4f, -1.0f);
DrawNote(spriteBatch, leftNotePosition, leftNoteDirection, 0);
var rightNotePosition = new Vector2(EntityPosition.X + 8 - _spriteNote.SourceRectangle.Width / 2f, EntityPosition.Y - 16 - _spriteNote.SourceRectangle.Height / 2f);
var rightNoteDirection = new Vector2(0.4f, -1.0f);
DrawNote(spriteBatch, rightNotePosition, rightNoteDirection, _cycleTime / 2);
}
private void DrawNote(SpriteBatch spriteBatch, Vector2 position, Vector2 direction, int timeOffset)
{
if (_noteCount < timeOffset ||
!_isSinging && (int)((_noteCount - timeOffset) / _cycleTime + 1) * _cycleTime + timeOffset > _noteEndTime)
return;
var time = (_noteCount + timeOffset) % _cycleTime;
position += direction * time * 0.02f + new Vector2(-direction.X, direction.Y) * (float)Math.Sin(time * 0.015) * 1.25f;
var transparency = 1.0f;
if (time > _cycleTime - 100)
transparency = (_cycleTime - time) / 100f;
else if (time < 100)
transparency = time / 100;
DrawHelper.DrawNormalized(spriteBatch, _spriteNote, position, Color.White * transparency);
}
}
}