mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-25 16:03:02 +00:00
98 lines
3.7 KiB
C#
98 lines
3.7 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.SaveLoad;
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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 ObjStoneSpawner : GameObject
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{
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private readonly ObjSprite[] _objSprites = new ObjSprite[4];
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private readonly DictAtlasEntry[] _stoneRectangleSource = new DictAtlasEntry[2];
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private bool _isActive = true;
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public override bool IsActive
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{
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set
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{
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for (var i = 0; i < _objSprites.Length; i++)
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_objSprites[i].IsActive = value;
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_isActive = value;
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}
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get => _isActive;
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}
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private bool _hidden;
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public bool Hidden
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{
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set
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{
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for (var i = 0; i < _objSprites.Length; i++)
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_objSprites[i].IsActive = !value;
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_hidden = value;
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}
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get => _hidden;
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}
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private int _holeX;
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private int _holeY;
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public ObjStoneSpawner() : base("small_stones") { }
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public ObjStoneSpawner(Map.Map map, int posX, int posY) : base(map)
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{
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_stoneRectangleSource[0] = Resources.GetSprite("small_stone_0");
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_stoneRectangleSource[1] = Resources.GetSprite("small_stone_1");
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(0, 0, 16, 16);
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_holeX = posX / 16;
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_holeY = posY / 16;
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var position = new Point(posX, posY);
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// spawn the four stones
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// set the placement of the stones depending on the position of the spawner
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var stoneCount = (position.X + position.Y) / (Values.TileSize * 2) % 2 * 2 + 1;
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for (var i = 0; i < 4; i++)
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{
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// ...
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var stoneIndex = (stoneCount & 0b10) >> 1;
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stoneCount++;
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var fieldX = i % 2 * 8;
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var fieldY = i / 2 * 8;
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// deterministic offset of the stones depending on the position of the stone
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// i really do not know if this is a good way of doing this...
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var offsetIndex = (position.X + position.Y) / 8 + i;
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var offsetX = offsetIndex % (8 - _stoneRectangleSource[stoneIndex].SourceRectangle.Width);
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var offsetY = offsetIndex % (8 - _stoneRectangleSource[stoneIndex].SourceRectangle.Height);
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var stonePosition = new Vector2(fieldX + offsetX, fieldY + offsetY);
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var centerX = (int)(_stoneRectangleSource[stoneIndex].ScaledRectangle.Width / 2);
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var strStoneSprite = "small_stone_" + stoneIndex;
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_objSprites[i] = new ObjSprite(Map,
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position.X + (int)stonePosition.X + centerX, position.Y + 5 + (int)stonePosition.Y,
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strStoneSprite, Vector2.Zero, Values.LayerPlayer, strStoneSprite);
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Map.Objects.SpawnObject(_objSprites[i]);
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}
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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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// hide rocks when there has been dug at the tile
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if (!Hidden && Map.HoleMap != null &&
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Map.HoleMap.ArrayTileMap[_holeX, _holeY, 0] != -1)
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Hidden = true;
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if (Hidden && Map.HoleMap != null &&
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Map.HoleMap.ArrayTileMap[_holeX, _holeY, 0] == -1)
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Hidden = false;
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}
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}
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} |