mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
245 lines
9.1 KiB
C#
245 lines
9.1 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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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.Dungeon
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{
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internal class ObjDungeonHorseHead : GameObject
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{
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private readonly BodyComponent _body;
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private readonly CSprite _cSprite;
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// field that the horse head can not leave
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private readonly Rectangle _fieldRectangle;
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private readonly DictAtlasEntry _spriteHeadUp;
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private readonly DictAtlasEntry _spriteHeadDown;
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private readonly string _strKey;
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private int _throwDirection;
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private int _bounceCount;
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private int _direction;
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private bool _wasThrown;
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private bool _isUp;
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private bool _wasUp;
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private bool _chessBounces;
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public ObjDungeonHorseHead() : base("horse_head_up") { }
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public ObjDungeonHorseHead(Map.Map map, int posX, int posY, string strKey, int direction) : base(map)
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{
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EntityPosition = new CPosition(posX + 8, posY + 13, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_strKey = strKey;
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_direction = direction;
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_fieldRectangle = map.GetField(posX, posY, 15);
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// this is the same size as the player so that it can not get thrown into the wall
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_body = new BodyComponent(EntityPosition, -5, -10, 10, 10, 14)
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{
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CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall,
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MoveCollision = Collision,
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DragAir = 0.95f,
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Gravity = -0.125f,
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FieldRectangle = map.GetField(posX, posY, 16)
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};
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_spriteHeadUp = Resources.GetSprite("horse_head_up");
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_spriteHeadDown = Resources.GetSprite("horse_head_down");
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_cSprite = new CSprite(_spriteHeadDown, EntityPosition, new Vector2(-8, -13));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(CarriableComponent.Index, new CarriableComponent(
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new CRectangle(EntityPosition, new Rectangle(-7, -14, 14, 14)), CarryInit, CarryUpdate, CarryThrow));
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_cSprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _cSprite));
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DecrementUpState();
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UpdateSprite();
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}
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private void IncrementUpState()
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{
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if (string.IsNullOrEmpty(_strKey))
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return;
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// _strKey will get set to 1 after two horse heads stand up
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var currentState = Game1.GameManager.SaveManager.GetString(_strKey);
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if (currentState != "x")
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Game1.GameManager.SaveManager.SetString(_strKey, "x");
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else
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Game1.GameManager.SaveManager.SetString(_strKey, "1");
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}
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private void DecrementUpState()
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{
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if (string.IsNullOrEmpty(_strKey))
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return;
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var currentState = Game1.GameManager.SaveManager.GetString(_strKey);
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if (currentState == "x")
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Game1.GameManager.SaveManager.SetString(_strKey, "0");
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}
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private void UpdateSprite()
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{
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var newSprite = _wasThrown || _isUp ? _spriteHeadUp : _spriteHeadDown;
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_cSprite.SetSprite(newSprite);
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_cSprite.DrawOffset.X = -newSprite.SourceRectangle.Width / 2;
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_cSprite.SpriteEffect = SpriteEffects.None;
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if (_direction == 1 || _direction == 2)
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_cSprite.SpriteEffect = SpriteEffects.FlipVertically;
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if (_direction >= 2)
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_cSprite.SpriteEffect |= SpriteEffects.FlipHorizontally;
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}
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private void Update()
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{
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UpdateSprite();
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}
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private Vector3 CarryInit()
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{
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// the ball was picked up
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_body.IsActive = false;
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return new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z);
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}
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private bool CarryUpdate(Vector3 newPosition)
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{
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// if the player tries to move the head out of the field it will fall down
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if (!_fieldRectangle.Contains(new Vector2(newPosition.X, newPosition.Y)))
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return false;
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EntityPosition.Set(new Vector3(newPosition.X, newPosition.Y, newPosition.Z + 3));
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return true;
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}
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private void CarryThrow(Vector2 velocity)
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{
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_throwDirection = AnimationHelper.GetDirection(velocity);
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if (velocity.Length() > 0)
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{
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_wasThrown = true;
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_chessBounces = true;
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_direction = Game1.RandomNumber.Next(1, 3);
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_isUp = false;
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}
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_body.Velocity = new Vector3(velocity.X, velocity.Y, 0) * 1.0f;
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Release();
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}
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private void Release()
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{
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_bounceCount = 0;
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_body.JumpStartHeight = 0;
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_body.IsGrounded = false;
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_body.IsActive = true;
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// we change the bounciness to make sure that we only bounce 2 times
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_body.Bounciness = _chessBounces ? 0.725f : 0.0f;
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}
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private void Collision(Values.BodyCollision direction)
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{
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if ((direction & Values.BodyCollision.Floor) != 0 && _chessBounces)
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{
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_wasThrown = false;
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_bounceCount++;
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_direction = AnimationHelper.OffsetDirection(_direction, _throwDirection > 2 ? 1 : -1);
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// jump to the left or right after the second bounce
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var velocityDirection = _throwDirection;
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if (_bounceCount == 3)
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{
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_chessBounces = false;
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_body.Bounciness = 0;
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velocityDirection =
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AnimationHelper.OffsetDirection(velocityDirection, Game1.RandomNumber.Next(0, 2) * 2 - 1);
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// 50% chance that the horse head will stand up after the throw
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if (Game1.RandomNumber.Next(0, 4) <= 1 || _wasUp)
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{
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_body.Velocity = Vector3.Zero;
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// not in the og game; maybe find a better sound
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Game1.GameManager.PlaySoundEffect("D370-14-0E");
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if (!_wasUp)
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IncrementUpState();
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_wasUp = true;
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_isUp = true;
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// make sure that the head is standing up
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if (_direction == 1)
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_direction = 0;
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if (_direction == 2)
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_direction = 3;
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}
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else
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{
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Game1.GameManager.PlaySoundEffect("D360-29-1D");
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}
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}
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if (_bounceCount <= 3)
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{
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var velocity = AnimationHelper.DirectionOffset[velocityDirection];
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_body.Velocity.X = velocity.X * 1.25f;
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_body.Velocity.Y = velocity.Y * 1.25f;
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}
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}
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// make sure that the throw direction gets changed so the next bounce will not go towards the wall
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if ((direction & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
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_throwDirection = AnimationHelper.OffsetDirection(_throwDirection, 2);
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if ((direction & Values.BodyCollision.Horizontal) != 0)
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_body.Velocity.X = -_body.Velocity.X * 0.65f;
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if ((direction & Values.BodyCollision.Vertical) != 0)
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_body.Velocity.Y = -_body.Velocity.Y * 0.65f;
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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if (_body.Velocity.Length() < 0.1f)
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{
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_body.Velocity.X = direction.X * 0.25f;
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_body.Velocity.Y = direction.Y * 0.25f;
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}
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return Values.HitCollision.RepellingParticle;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
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{
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if (pushType == PushableComponent.PushType.Impact)
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{
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_body.Velocity.X = direction.X * 0.25f;
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_body.Velocity.Y = direction.Y * 0.25f;
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return true;
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}
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return false;
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}
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}
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} |