mirror of
https://github.com/Phantop/LADXHD.git
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160 lines
5.2 KiB
C#
160 lines
5.2 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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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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using System;
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using System.Threading;
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namespace ProjectZ.InGame.GameSystems
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{
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class MapShowSystem : GameSystem
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{
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private Thread _loadingThread;
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public Color TransitionColor = Color.White;
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private Vector2[] _cameraTargets = new Vector2[] {
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new Vector2(248, 1344),
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new Vector2(120, 1488),
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new Vector2(416, 1984),
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new Vector2(256, 704),
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new Vector2(400, 1216) };
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private float _counter;
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private const float ChangeTargetTime = 5350;
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private const float FadeTime = 500;
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private const float FadeLock = 250;
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private int _targetIndex;
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private bool _isActive;
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private bool _finished;
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private bool _finishedLoading;
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private bool _init;
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public override void OnLoad()
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{
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_targetIndex = 0;
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_finished = false;
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_isActive = false;
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}
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public override void Update()
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{
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if (!_isActive)
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return;
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if (!_init)
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{
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if (_finishedLoading && _counter <= 0)
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{
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_counter = ChangeTargetTime;
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_finishedLoading = false;
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_init = true;
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FinishLoading();
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}
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else
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{
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_counter -= Game1.DeltaTime;
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}
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return;
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}
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_counter -= Game1.DeltaTime;
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if (_finished && _counter < ChangeTargetTime - FadeTime - FadeLock)
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{
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_isActive = false;
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return;
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}
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if (_counter < 0)
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{
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_counter += ChangeTargetTime;
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_targetIndex++;
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if (_targetIndex < _cameraTargets.Length)
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{
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Game1.GameManager.MapManager.CurrentMap.CameraTarget = _cameraTargets[_targetIndex];
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MapManager.Camera.ForceUpdate(Game1.GameManager.MapManager.GetCameraTarget());
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}
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else
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{
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_finished = true;
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// switch back to the ending map
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var oldMap = Game1.GameManager.MapManager.CurrentMap;
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Game1.GameManager.MapManager.CurrentMap = Game1.GameManager.MapManager.NextMap;
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Game1.GameManager.MapManager.NextMap = oldMap;
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Game1.GameManager.InGameOverlay.StartSequence("final");
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}
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}
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}
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public override void Draw(SpriteBatch spriteBatch)
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{
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if (!_isActive)
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return;
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spriteBatch.Begin();
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var fadePercentage = 0f;
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// fade out
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if (_counter < FadeTime + FadeLock)
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fadePercentage = 1 - MathF.Sin(MathHelper.Clamp((_counter - FadeLock) / FadeTime, 0, 1) * MathF.PI * 0.5f);
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// fade in
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else if (ChangeTargetTime - FadeTime - FadeLock < _counter)
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fadePercentage = MathF.Sin((1 - MathHelper.Clamp((ChangeTargetTime - FadeLock - _counter) / FadeTime, 0, 1)) * MathF.PI * 0.5f);
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spriteBatch.Draw(Resources.SprWhite, new Rectangle(0, 0, Game1.RenderWidth, Game1.RenderHeight), TransitionColor * fadePercentage);
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spriteBatch.End();
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}
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public void StartEnding()
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{
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if (_isActive)
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return;
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_isActive = true;
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_finishedLoading = false;
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_init = false;
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_counter = FadeLock + FadeTime;
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// used to spawn different npcs on the overworld
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Game1.GameManager.SaveManager.SetString("final_show", "1");
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Game1.GameManager.SaveManager.SetString("marin_state", "1");
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// start loading the new map in a thread
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_loadingThread = new Thread(o => ThreadLoading("overworld.map"));
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_loadingThread.Start();
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}
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private void ThreadLoading(string mapFileName)
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{
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// load the map file
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SaveLoadMap.LoadMap(mapFileName, Game1.GameManager.MapManager.NextMap);
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// create the objects
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Game1.GameManager.MapManager.NextMap.Objects.LoadObjects();
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_finishedLoading = true;
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}
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private void FinishLoading()
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{
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// switch to the new map
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var oldMap = Game1.GameManager.MapManager.CurrentMap;
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Game1.GameManager.MapManager.CurrentMap = Game1.GameManager.MapManager.NextMap;
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Game1.GameManager.MapManager.NextMap = oldMap;
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// center the camera
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Game1.GameManager.MapManager.CurrentMap.CameraTarget = _cameraTargets[_targetIndex];
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MapManager.Camera.ForceUpdate(Game1.GameManager.MapManager.GetCameraTarget());
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Game1.GameManager.StartDialogPath("final_show_map");
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}
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}
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}
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