mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
152 lines
5.8 KiB
C#
152 lines
5.8 KiB
C#
using System;
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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.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.NPCs
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{
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internal class ObjBallGame : GameObject
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{
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private readonly Rectangle _shadowSourceRectangle = new Rectangle(0, 0, 65, 66);
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private readonly DrawShadowSpriteComponent _shadowComponent;
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private readonly AiComponent _aiComponent;
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private readonly ObjPersonNew _firstPerson;
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private readonly ObjPersonNew _secondPerson;
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private readonly Vector2 _ballStart;
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private readonly Vector2 _ballEnd;
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private float _throwCount;
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private int _throwTime = 650;
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private int _throwHeight = 12;
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private int _throwDirection = 1;
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public ObjBallGame() : base("green_child") { }
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public ObjBallGame(Map.Map map, int posX, int posY, string spawnCondition) : base(map)
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{
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// check if the entity should get spawned
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if (!string.IsNullOrEmpty(spawnCondition))
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{
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var condition = SaveLoad.SaveCondition.GetConditionNode(spawnCondition);
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if (!condition.Check())
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{
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IsDead = true;
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return;
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}
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}
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EntityPosition = new CPosition(posX, posY + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_firstPerson = new ObjPersonNew(Map, posX, posY, null, "npc_boy_left", "npc_boy_ball_left", null, new Rectangle(0, 0, 14, 10));
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Map.Objects.SpawnObject(_firstPerson);
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_secondPerson = new ObjPersonNew(Map, posX + 48, posY, null, "npc_boy_right", "npc_boy_ball_right", null, new Rectangle(0, 0, 14, 10));
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Map.Objects.SpawnObject(_secondPerson);
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var sourceRectangle = new Rectangle(338, 10, 6, 6);
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_ballStart = new Vector2(posX + 13, posY + 15);
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_ballEnd = new Vector2(posX + 64 - 13, posY + 15);
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var statePreThrow = new AiState();
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statePreThrow.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("jumping"), 100, 200));
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var stateJump = new AiState(UpdateJump);
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stateJump.Trigger.Add(new AiTriggerRandomTime(ToThrowJump, 500, 750));
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var stateJumpThrow = new AiState(UpdateJumpingThrowing);
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stateJumpThrow.Trigger.Add(new AiTriggerRandomTime(ToThrow, 50, 200));
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var stateThrow = new AiState(UpdateThrow);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("preThrow", statePreThrow);
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_aiComponent.States.Add("jumping", stateJump);
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_aiComponent.States.Add("throwJump", stateJumpThrow);
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_aiComponent.States.Add("throw", stateThrow);
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_aiComponent.ChangeState("throw");
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AddComponent(AiComponent.Index, _aiComponent);
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var sprite = new CSprite(Resources.SprNpCs, EntityPosition,
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sourceRectangle, new Vector2(-sourceRectangle.Width / 2, -sourceRectangle.Height));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer));
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_shadowComponent = new DrawShadowSpriteComponent(
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Resources.SprShadow, EntityPosition, _shadowSourceRectangle,
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new Vector2(-4, -2), 1.0f, 0.0f);
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_shadowComponent.Width = 8;
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_shadowComponent.Height = 4;
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AddComponent(DrawShadowComponent.Index, _shadowComponent);
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}
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private void UpdateJump()
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{
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if (_throwDirection < 0 && _firstPerson.Body.IsGrounded)
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_firstPerson.Body.Velocity.Z = 1f;
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if (_throwDirection > 0 && _secondPerson.Body.IsGrounded)
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_secondPerson.Body.Velocity.Z = 1f;
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}
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private void UpdateJumpingThrowing()
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{
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UpdateJump();
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UpdateThrow();
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}
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private void UpdateThrow()
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{
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_throwCount += Game1.DeltaTime * _throwDirection;
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if (_throwCount > _throwTime)
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{
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_throwDirection = -_throwDirection;
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_throwCount = _throwTime;
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_aiComponent.ChangeState("preThrow");
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}
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else if (_throwCount < 0)
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{
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_throwDirection = -_throwDirection;
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_throwCount = 0;
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_aiComponent.ChangeState("preThrow");
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}
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var throwState = _throwCount / (float)_throwTime;
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var newPosition = Vector2.Lerp(_ballStart, _ballEnd, throwState);
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EntityPosition.Set(newPosition);
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EntityPosition.Z = 3 + (float)Math.Sin(throwState * Math.PI) * _throwHeight;
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_shadowComponent.Color = Color.White * (1 - (float)Math.Sin(throwState * Math.PI) * 0.5f);
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}
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private void ToThrowJump()
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{
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if (_throwDirection < 0)
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{
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_secondPerson.Animator.Play("throw");
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StartThrow();
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}
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else
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{
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_firstPerson.Animator.Play("throw");
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StartThrow();
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}
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_aiComponent.ChangeState("throwJump");
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}
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private void ToThrow()
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{
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_aiComponent.ChangeState("throw");
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}
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private void StartThrow()
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{
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var random = Game1.RandomNumber.Next(100, 200) / 100f;
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_throwTime = (int)(random * 300);
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_throwHeight = (int)(random * 6);
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_throwCount = _throwCount > 0 ? _throwTime : 0;
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}
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}
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} |