mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
187 lines
7.1 KiB
C#
187 lines
7.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using ProjectZ.Base;
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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.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 ObjBoomerang : GameObject
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{
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private readonly List<GameObject> _itemList = new List<GameObject>();
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private readonly BodyComponent _body;
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private readonly CBox _damageBox;
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private ObjItem _item;
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private Vector2 _startPosition;
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private Vector2 _direction;
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private bool _comingBack;
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private bool _isReady = true;
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public bool IsReady => _isReady;
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public ObjBoomerang()
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{
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EntityPosition = new CPosition(0, 0, 4);
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EntityPosition.AddPositionListener(typeof(ObjBoomerang), UpdateItemPosition);
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EntitySize = new Rectangle(-8, -12, 16, 16);
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_damageBox = new CBox(EntityPosition, -5, -5, 0, 10, 10, 4, true);
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var animation = AnimatorSaveLoad.LoadAnimator("Objects/boomerang");
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animation.Play("run");
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_body = new BodyComponent(EntityPosition, -1, -1, 2, 2, 8)
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{
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IgnoresZ = true,
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MoveCollision = OnCollision,
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CollisionTypesIgnore = Values.CollisionTypes.ThrowWeaponIgnore,
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IgnoreInsideCollision = false,
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};
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(animation, sprite, new Vector2(-6, -6));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
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}
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public void Reset()
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{
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_isReady = true;
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}
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public void Start(Map.Map map, Vector3 position, Vector2 direction)
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{
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Map = map;
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EntityPosition.Set(new Vector3(position.X, position.Y, position.Z + 4));
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_startPosition = new Vector2(position.X, position.Y);
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_direction = direction;
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_body.VelocityTarget = Vector2.Zero;
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_body.CollisionTypes = Values.CollisionTypes.Normal;
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// if the player is on an upper level he can shoot down through walls that are blocking if the is not on the upper level
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_body.Level = MapStates.GetLevel(MapManager.ObjLink._body.CurrentFieldState);
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_comingBack = false;
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_isReady = false;
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_item = null;
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}
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private void Update()
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{
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// play sound effect
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Game1.GameManager.PlaySoundEffect("D378-45-2D", false);
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if (!_comingBack)
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{
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EntityPosition.Z = AnimationHelper.MoveToTarget(EntityPosition.Z, 4, 0.35f * Game1.TimeMultiplier);
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var distance = (_startPosition - EntityPosition.Position).Length();
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var speed = 3f - (float)Math.Sin(MathHelper.Clamp(distance / 80, 0, 1) * (Math.PI / 2));
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_body.VelocityTarget = _direction * speed;
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if (distance >= 80)
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ComeBack();
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}
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else
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{
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EntityPosition.Z = AnimationHelper.MoveToTarget(EntityPosition.Z, 4, 1.25f * Game1.TimeMultiplier);
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var direction = new Vector2(
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MapManager.ObjLink.EntityPosition.Position.X,
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MapManager.ObjLink.EntityPosition.Position.Y - 3) - EntityPosition.Position;
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var distance = direction.Length();
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var speed = 3f - (float)Math.Sin(MathHelper.Clamp(distance / 80, 0, 1) * (Math.PI / 2));
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speed = Math.Min(speed, distance);
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if (direction != Vector2.Zero)
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direction.Normalize();
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_body.VelocityTarget = direction * speed;
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// MapManager.ObjLink.IsGrounded()
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if ((Map.Is2dMap || Math.Abs(MapManager.ObjLink.EntityPosition.Z - EntityPosition.Z) <= 6) && distance < 2)
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{
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_isReady = true;
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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CollectItem();
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var collision = Map.Objects.Hit(this, EntityPosition.Position, _damageBox.Box, HitType.Boomerang, 32, false);
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if (!_comingBack &&
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(collision & (Values.HitCollision.Blocking | Values.HitCollision.Repelling | Values.HitCollision.Enemy)) != 0)
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{
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var particle = (collision & Values.HitCollision.Repelling) != 0;
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ComeBack(particle);
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}
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}
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private void CollectItem()
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{
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if (_item != null && !_item.Collected)
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return;
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_item = null;
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_itemList.Clear();
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Map.Objects.GetComponentList(_itemList, (int)_damageBox.Box.X, (int)_damageBox.Box.Y,
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(int)_damageBox.Box.Width, (int)_damageBox.Box.Height, CollisionComponent.Mask);
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// check if an item was found
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foreach (var gameObject in _itemList)
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{
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var collidingBox = Box.Empty;
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var collisionObject = gameObject.Components[CollisionComponent.Index] as CollisionComponent;
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if ((collisionObject.CollisionType & Values.CollisionTypes.Item) != 0 &&
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collisionObject.Collision(_damageBox.Box, 0, 0, ref collidingBox))
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{
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var newItem = (ObjItem)collisionObject.Owner;
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if (!newItem.Collected)
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{
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_item = newItem;
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_item.InitCollection();
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}
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}
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}
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}
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private void UpdateItemPosition(CPosition position)
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{
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_item?.EntityPosition.Set(new Vector3(position.X, position.Y + 4, position.Z));
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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ComeBack(true);
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}
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private void ComeBack(bool particle = false)
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{
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if (particle)
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{
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var animation = new ObjAnimator(Map, 0, 0, Values.LayerTop, "Particles/swordPoke", "run", true);
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animation.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z));
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Map.Objects.SpawnObject(animation);
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Game1.GameManager.PlaySoundEffect("D360-07-07");
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}
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_comingBack = true;
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_body.CollisionTypes = Values.CollisionTypes.None;
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}
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}
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} |