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