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

79 lines
2.7 KiB
C#

using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameSystems;
using ProjectZ.InGame.Map;
namespace ProjectZ.InGame.GameObjects.Things
{
public class ObjBed : GameObject
{
private readonly string _nextMap;
private readonly string _lampKey;
private bool _startBed;
private bool _startTransition;
private const int TransitionTime = 2750;
private float _transitionCounter = TransitionTime;
private int _lightState;
public ObjBed() : base("editor bed") { }
public ObjBed(Map.Map map, int posX, int posY, string nextMap, string lampKey) : base(map)
{
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 32);
_nextMap = nextMap;
_lampKey = lampKey;
var boxPushable = new CBox(EntityPosition, 0, 0, 16, 32 - MapManager.ObjLink.BodyRectangle.Height, 8);
AddComponent(PushableComponent.Index, new PushableComponent(boxPushable, OnPush));
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
}
private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
{
_startBed = true;
Game1.GameManager.SetMusic(29, 2);
// jump into the bed
MapManager.ObjLink.StartRailJump(new Vector2(EntityPosition.X + 8, EntityPosition.Y + 21), 1, 1);
MapManager.ObjLink.StartBedTransition();
return false;
}
public void Update()
{
if (!_startBed || _startTransition)
return;
_transitionCounter -= Game1.DeltaTime;
// turn of the lights
if (_lightState < 4 && _transitionCounter < TransitionTime - 1000 - _lightState * 250)
{
_lightState++;
Game1.GameManager.SaveManager.SetString(_lampKey + _lightState, "0");
}
if (_transitionCounter < 0)
{
_startTransition = true;
MapManager.ObjLink.MapTransitionStart = MapManager.ObjLink.EntityPosition.Position;
MapManager.ObjLink.MapTransitionEnd = MapManager.ObjLink.EntityPosition.Position;
var transitionSystem = ((MapTransitionSystem)Game1.GameManager.GameSystems[typeof(MapTransitionSystem)]);
transitionSystem.AppendMapChange(_nextMap, "bed");
transitionSystem.StartDreamTransition = true;
}
}
}
}