mirror of
https://github.com/Phantop/LADXHD.git
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69 lines
2.5 KiB
C#
69 lines
2.5 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.Map;
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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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internal class ObjButtonLeave : GameObject
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{
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private readonly Rectangle _collisionRectangle;
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private readonly string _strKey;
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private readonly int _buttonDir;
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private readonly bool _negate;
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private bool _isColliding;
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private bool _wasColliding;
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public ObjButtonLeave(Map.Map map, int posX, int posY, string strKey, int direction, int buttonWidth, int buttonHeight, bool negate) : base(map)
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{
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SprEditorImage = Resources.SprWhite;
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EditorIconSource = new Rectangle(0, 0, 16, 16);
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EditorColor = Color.Yellow * 0.5f;
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(0, 0, buttonWidth, buttonHeight);
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_strKey = strKey;
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_buttonDir = direction;
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_negate = negate;
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if (string.IsNullOrEmpty(_strKey))
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{
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IsDead = true;
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return;
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}
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_collisionRectangle = new Rectangle(posX, posY, buttonWidth, buttonHeight);
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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}
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private void Update()
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{
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_isColliding = MapManager.ObjLink.BodyRectangle.Intersects(_collisionRectangle);
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// check if player leaved the collision field
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if (_wasColliding && !_isColliding &&
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(_buttonDir == 0 && _collisionRectangle.X >= MapManager.ObjLink.BodyRectangle.Right ||
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_buttonDir == 2 && _collisionRectangle.X + _collisionRectangle.Width <= MapManager.ObjLink.BodyRectangle.Left ||
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_buttonDir == 1 && _collisionRectangle.Y >= MapManager.ObjLink.BodyRectangle.Bottom ||
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_buttonDir == 3 && _collisionRectangle.Y + _collisionRectangle.Height <= MapManager.ObjLink.BodyRectangle.Top))
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{
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Activate();
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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 Activate()
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{
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// set the key
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Game1.GameManager.SaveManager.SetString(_strKey, _negate ? "0" : "1");
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}
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}
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} |