mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-29 01:32:50 +00:00
141 lines
5.4 KiB
C#
141 lines
5.4 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
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;
|
|
using System;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Things
|
|
{
|
|
internal class ObjFinalFountain : GameObject
|
|
{
|
|
private readonly Animator _animatorTop;
|
|
private readonly Animator _animatorBottom;
|
|
|
|
private Vector2 _position;
|
|
private Vector2 _startPosition;
|
|
private Vector2 _targetPosition;
|
|
|
|
private string _activationKey;
|
|
private bool _isActive;
|
|
|
|
private const int WobbleTime = 2500;
|
|
private double _counter;
|
|
|
|
private bool _moving;
|
|
private bool _despawnStairs;
|
|
|
|
public ObjFinalFountain() : base("final_fountain") { }
|
|
|
|
public ObjFinalFountain(Map.Map map, int posX, int posY, string activationKey) : base(map)
|
|
{
|
|
_activationKey = activationKey;
|
|
|
|
_animatorTop = AnimatorSaveLoad.LoadAnimator("Sequences/final fountain");
|
|
_animatorTop.Play("top");
|
|
_animatorBottom = AnimatorSaveLoad.LoadAnimator("Sequences/final fountain");
|
|
_animatorBottom.Play("bottom");
|
|
|
|
_startPosition = new Vector2(posX + 8, posY + 128);
|
|
_targetPosition = new Vector2(posX + 8, posY + 8);
|
|
_position = _startPosition;
|
|
|
|
if (!string.IsNullOrEmpty(_activationKey))
|
|
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
|
|
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
|
|
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBackground, new CPosition(0, 0, 0)));
|
|
}
|
|
|
|
private void OnKeyChange()
|
|
{
|
|
if (!_isActive && Game1.GameManager.SaveManager.GetString(_activationKey) == "1")
|
|
Activate();
|
|
}
|
|
|
|
private void Activate()
|
|
{
|
|
_isActive = true;
|
|
Game1.GameManager.PlaySoundEffect("D378-52-34");
|
|
Game1.GameManager.ShakeScreen(WobbleTime, 1, 0, 6, 0);
|
|
Map.CameraTarget = new Vector2(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (!_isActive)
|
|
return;
|
|
|
|
_counter += Game1.DeltaTime;
|
|
if (_counter > WobbleTime)
|
|
{
|
|
if (!_despawnStairs && _counter - WobbleTime > 150)
|
|
{
|
|
_despawnStairs = true;
|
|
Game1.GameManager.SaveManager.SetString("despawn_stairs", "1");
|
|
}
|
|
|
|
// move up to the player
|
|
if (_counter - WobbleTime < 250)
|
|
{
|
|
var percentage = Math.Clamp(((float)_counter - WobbleTime) / 250, 0, 1);
|
|
_position = Vector2.Lerp(_startPosition, _targetPosition, percentage);
|
|
}
|
|
// go up and down a little bit
|
|
else if (_counter - WobbleTime < 5000 - 250)
|
|
{
|
|
var percentage = (float)((_counter - WobbleTime - 250) / 2000) * MathF.PI * 2;
|
|
_position = new Vector2(_targetPosition.X, _targetPosition.Y - MathF.Sin(percentage) * 3);
|
|
}
|
|
// leave the screen
|
|
else
|
|
{
|
|
_position.Y -= Game1.TimeMultiplier * MathHelper.Clamp((float)(_counter - WobbleTime - 250 - 4000) / 150, 0.125f, 16f);
|
|
}
|
|
|
|
if (_counter - WobbleTime - 5000 - 250 > 1500)
|
|
{
|
|
Game1.GameManager.InGameOverlay.StartSequence("final");
|
|
}
|
|
|
|
// move the player ontop of the fountain
|
|
if (_moving || _position.Y < MapManager.ObjLink.PosY + 36)
|
|
{
|
|
MapManager.ObjLink.SetPosition(new Vector2(_position.X, _position.Y - 36));
|
|
|
|
if (!_moving)
|
|
{
|
|
_moving = true;
|
|
Game1.GameManager.SaveManager.SetString("final_move_background", "1");
|
|
Game1.GameManager.SaveManager.SetString("link_animation", "fountain");
|
|
}
|
|
}
|
|
}
|
|
|
|
_animatorTop.Update();
|
|
_animatorBottom.Update();
|
|
}
|
|
|
|
private void Draw(SpriteBatch spriteBatch)
|
|
{
|
|
if (!_isActive)
|
|
return;
|
|
|
|
var fadePercentage = MathHelper.Clamp((float)(_counter - WobbleTime) / 100, 0, 1);
|
|
|
|
_animatorTop.Draw(spriteBatch, _position, Color.White * fadePercentage);
|
|
|
|
// draw the bottom part up to the screen end
|
|
var cameraView = MapManager.Camera.GetGameView();
|
|
var top = Math.Max(_position.Y, cameraView.Top);
|
|
var bottomCount = (int)Math.Ceiling((cameraView.Bottom - top) / 16);
|
|
for (var i = 0; i < bottomCount; i++)
|
|
{
|
|
var pos = new Vector2(_position.X, top + (bottomCount - i - 1) * 16);
|
|
_animatorBottom.Draw(spriteBatch, pos, Color.White * fadePercentage);
|
|
}
|
|
}
|
|
}
|
|
} |