LADXHD/InGame/GameObjects/Dungeon/ObjDungeonColorSwitch.cs
2023-12-14 17:21:22 -05:00

204 lines
7 KiB
C#

using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Dungeon
{
internal class ObjDungeonColorSwitch : GameObject
{
private readonly List<GameObject> _neighborSwitches = new List<GameObject>();
private readonly Color[] _colors = { new Color(25, 132, 255), new Color(255, 8, 42), new Color(254, 123, 8) };
private readonly CSprite _sprite;
private readonly Animator _animator;
private readonly string _strKey;
private readonly string _strKeyMoved;
private readonly int _stateCount;
private int _stateIndex;
private readonly int _positionIndex;
private readonly int _neighbors;
private bool _moving;
private bool _colorChanged;
private bool _resetKey;
private bool _finished;
public ObjDungeonColorSwitch() : base("dungeon_color_head") { }
public ObjDungeonColorSwitch(Map.Map map, int posX, int posY, string strKey, int stateCount, int stateIndex, int position, int neighbors) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 14, 0);
EntitySize = new Rectangle(-8, -14, 16, 16);
_strKey = strKey;
_stateCount = stateCount;
_stateIndex = stateIndex;
_positionIndex = 0x01 << position;
_neighbors = neighbors;
_strKeyMoved = _strKey + "_moved";
var hittableBox = new CBox(posX, posY + 2, 0, 16, 14, 16);
var collisionBox = new CBox(posX + 1, posY + 5, 0, 14, 10, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Objects/dungeon color switch");
_animator.Play("idle");
_sprite = new CSprite(EntityPosition);
var activated = !string.IsNullOrEmpty(strKey) && Game1.GameManager.SaveManager.GetString(strKey) == "1";
if (activated)
{
_stateIndex = 0;
}
else
{
if (!string.IsNullOrEmpty(strKey))
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
}
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(collisionBox, Values.CollisionTypes.Normal));
AddComponent(BaseAnimationComponent.Index, new AnimationComponent(_animator, _sprite, new Vector2(0, 2)));
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
Game1.GameManager.SaveManager.SetInt(_strKeyMoved, -1);
}
public override void Init()
{
var fieldRectangle = Map.GetField((int)EntityPosition.X, (int)EntityPosition.Y);
Map.Objects.GetObjectsOfType(_neighborSwitches, typeof(ObjDungeonColorSwitch),
fieldRectangle.X, fieldRectangle.Y, fieldRectangle.Width, fieldRectangle.Height);
}
public bool IsBlue()
{
return !_moving && _stateIndex == 0;
}
private void OnKeyChange()
{
var keyState = Game1.GameManager.SaveManager.GetInt(_strKeyMoved, -1);
if (keyState >= 0)
{
if (keyState == _positionIndex)
{
// make sure to reset the key; this should happen one frame after the move started
_resetKey = true;
StartMoving();
}
else if ((keyState & _neighbors) != 0)
{
StartMoving();
}
}
var keyValue = Game1.GameManager.SaveManager.GetString(_strKey, "0");
if (keyValue == "1")
_finished = true;
}
private bool CheckNeighbors()
{
foreach (var gameObject in _neighborSwitches)
{
if (gameObject is ObjDungeonColorSwitch neighborSwitch && !neighborSwitch.IsBlue())
return false;
}
return true;
}
private void StartMoving()
{
if (_moving)
IncreaseIndex();
Game1.GameManager.PlaySoundEffect("D360-03-03");
_moving = true;
_colorChanged = false;
_animator.Play("move");
}
private void IncreaseIndex()
{
_stateIndex = (_stateIndex + 1) % _stateCount;
}
private void Update()
{
if (_resetKey)
{
_resetKey = false;
Game1.GameManager.SaveManager.SetInt(_strKeyMoved, -1);
}
if (_moving)
{
// change the color at the second frame
if (!_colorChanged && _animator.CurrentFrameIndex >= 1)
{
_colorChanged = true;
IncreaseIndex();
}
// finished moving?
if (!_animator.IsPlaying)
{
StopMoving();
}
}
}
private void StopMoving()
{
_moving = false;
_animator.Play("idle");
// check if all switches are set to blue => set the strKey to 1
if (CheckNeighbors())
{
_finished = true;
if (!string.IsNullOrEmpty(_strKey) && Game1.GameManager.SaveManager.GetString(_strKey) != "1")
Game1.GameManager.SaveManager.SetString(_strKey, "1");
}
}
private void Draw(SpriteBatch spriteBatch)
{
_sprite.Draw(spriteBatch);
// the colored part is 16 scaled pixels below
var sourceRectangle = _sprite.SourceRectangle;
_sprite.SourceRectangle.Y += (int)(16 / _sprite.Scale);
_sprite.Color = _colors[_stateIndex];
_sprite.Draw(spriteBatch);
_sprite.Color = Color.White;
_sprite.SourceRectangle = sourceRectangle;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_moving || _finished)
return Values.HitCollision.None;
Game1.GameManager.SaveManager.SetInt(_strKeyMoved, _positionIndex);
return Values.HitCollision.Enemy;
}
}
}