mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
267 lines
10 KiB
C#
267 lines
10 KiB
C#
using System;
|
|
using System.Globalization;
|
|
using Microsoft.Xna.Framework;
|
|
using ProjectZ.InGame.GameObjects.Base;
|
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
|
using ProjectZ.InGame.GameObjects.Base.Components.AI;
|
|
using ProjectZ.InGame.GameObjects.Things;
|
|
using ProjectZ.InGame.Map;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.NPCs
|
|
{
|
|
internal class ObjGhost : GameObjectFollower
|
|
{
|
|
private readonly Animator _animator;
|
|
private readonly CSprite _sprite;
|
|
private readonly BodyComponent _body;
|
|
private readonly BodyDrawShadowComponent _shadowComponent;
|
|
private readonly AiComponent _aiComponent;
|
|
|
|
private Vector2 _followVelocity;
|
|
private Vector2 _targetPosition;
|
|
|
|
private float _moveSpeed;
|
|
private float _fadeTime;
|
|
private float _fadeCounter;
|
|
|
|
private const int FlyHeight = 14;
|
|
|
|
private bool _returning;
|
|
private bool _fadingIn;
|
|
|
|
// @TODO: 2d maps?
|
|
// the position when the position dialog was started the last time
|
|
private Vector2 _lastDialogPosition;
|
|
|
|
public ObjGhost() : base("ghost") { }
|
|
|
|
public ObjGhost(Map.Map map, int posX, int posY) : base(map)
|
|
{
|
|
EntityPosition = new CPosition(posX + 8, posY + 16, FlyHeight);
|
|
EntitySize = new Rectangle(-8, -32, 16, 32);
|
|
|
|
var ghostState = Game1.GameManager.SaveManager.GetString("ghost_state");
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/ghost");
|
|
|
|
_sprite = new CSprite(EntityPosition);
|
|
_sprite.Color = Color.White * 0.75f;
|
|
var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
|
|
|
|
_body = new BodyComponent(EntityPosition, -4, -10, 8, 10, 8)
|
|
{
|
|
IgnoreHoles = true,
|
|
IgnoresZ = true,
|
|
Gravity = -0.15f,
|
|
CollisionTypes = Values.CollisionTypes.None
|
|
};
|
|
|
|
_aiComponent = new AiComponent();
|
|
|
|
var stateFade = new AiState(UpdateFade);
|
|
var stateMove = new AiState(UpdateMoving);
|
|
var stateStartFollow = new AiState(UpdateFollowPlayer);
|
|
var stateFollow = new AiState(UpdateFollowPlayer);
|
|
var stateReturn = new AiState(UpdateMoving) { Init = InitReturn };
|
|
|
|
_aiComponent.States.Add("fade", stateFade);
|
|
_aiComponent.States.Add("move", stateMove);
|
|
_aiComponent.States.Add("startFollow", stateStartFollow);
|
|
_aiComponent.States.Add("follow", stateStartFollow);
|
|
_aiComponent.States.Add("return", stateReturn);
|
|
|
|
_aiComponent.ChangeState("follow");
|
|
|
|
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(AiComponent.Index, _aiComponent);
|
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
|
|
AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(_body, _sprite));
|
|
}
|
|
|
|
public override void Init()
|
|
{
|
|
_shadowComponent.IsActive = !Map.Is2dMap;
|
|
}
|
|
|
|
public void StartFollowing()
|
|
{
|
|
// offset the position in a random direction
|
|
var radiant = Game1.RandomNumber.Next(0, 314 * 2) / 100f;
|
|
var offset = new Vector2(MathF.Sin(radiant), MathF.Cos(radiant)) * 48;
|
|
EntityPosition.Offset(offset);
|
|
_lastDialogPosition = EntityPosition.Position;
|
|
|
|
_fadingIn = true;
|
|
_fadeCounter = 0;
|
|
_fadeTime = 500;
|
|
|
|
// set up variables
|
|
Game1.GameManager.StartDialogPath("ghost_start_following");
|
|
|
|
_aiComponent.ChangeState("startFollow");
|
|
}
|
|
|
|
public override void SetPosition(Vector2 position)
|
|
{
|
|
_lastDialogPosition = position;
|
|
EntityPosition.Set(position);
|
|
}
|
|
|
|
private void InitReturn()
|
|
{
|
|
var graveStone = Map.Objects.GetObjectOfType(
|
|
(int)MapManager.ObjLink.EntityPosition.X - 32,
|
|
(int)MapManager.ObjLink.EntityPosition.Y - 32, 64, 64, typeof(ObjMoveStone));
|
|
if (graveStone != null)
|
|
{
|
|
_targetPosition = new Vector2(graveStone.EntityPosition.X + 8, graveStone.EntityPosition.Y);
|
|
_moveSpeed = 0.5f;
|
|
}
|
|
}
|
|
|
|
private void UpdateFollowPlayer()
|
|
{
|
|
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
|
var playerDistance = playerDirection.Length();
|
|
if (playerDirection != Vector2.Zero)
|
|
playerDirection.Normalize();
|
|
var movementSpeed = MathHelper.Clamp((playerDistance - 16) / 32, 0, 2);
|
|
|
|
// move towards the player
|
|
_followVelocity = AnimationHelper.MoveToTarget(_followVelocity, playerDirection * movementSpeed, 0.1f * Game1.DeltaTime);
|
|
_body.VelocityTarget = _followVelocity;
|
|
|
|
// fly up and down
|
|
var targetPosZ = FlyHeight + MathF.Sin(((float)Game1.TotalGameTime / 1000) * MathF.PI * 2) * 1.5f;
|
|
EntityPosition.Z = AnimationHelper.MoveToTarget(EntityPosition.Z, targetPosZ, 1 * Game1.TimeMultiplier);
|
|
|
|
// play walk/stand animation
|
|
if (_followVelocity.Length() > 0.1f)
|
|
UpdateAnimation(_followVelocity);
|
|
|
|
// start the dialog if we walked some amount
|
|
var dialogDistance = _lastDialogPosition - EntityPosition.Position;
|
|
if (dialogDistance.Length() > 160)
|
|
{
|
|
_lastDialogPosition = EntityPosition.Position;
|
|
Game1.GameManager.StartDialogPath("ghost_return");
|
|
}
|
|
|
|
// fade in
|
|
if (_fadingIn)
|
|
{
|
|
_fadeCounter += Game1.DeltaTime;
|
|
if (_fadeCounter >= _fadeTime)
|
|
{
|
|
_fadeCounter = _fadeTime;
|
|
_fadingIn = false;
|
|
}
|
|
|
|
var percentage = _fadeCounter / _fadeTime;
|
|
_sprite.Color = Color.White * percentage;
|
|
_shadowComponent.Transparency = percentage;
|
|
}
|
|
}
|
|
|
|
private void UpdateMoving()
|
|
{
|
|
// move towards the target position
|
|
var targetDirection = _targetPosition - EntityPosition.Position;
|
|
if (targetDirection.Length() > _moveSpeed * Game1.TimeMultiplier)
|
|
{
|
|
targetDirection.Normalize();
|
|
_body.VelocityTarget = targetDirection * _moveSpeed;
|
|
UpdateAnimation(targetDirection * _moveSpeed);
|
|
}
|
|
// finished walking
|
|
else
|
|
{
|
|
_body.VelocityTarget = Vector2.Zero;
|
|
EntityPosition.Set(_targetPosition);
|
|
if (_returning)
|
|
_animator.Play("right");
|
|
}
|
|
}
|
|
|
|
private void UpdateFade()
|
|
{
|
|
if (_fadeTime <= 0)
|
|
return;
|
|
|
|
_fadeCounter -= Game1.DeltaTime;
|
|
|
|
if (_fadeCounter <= 0)
|
|
Map.Objects.DeleteObjects.Add(this);
|
|
else
|
|
{
|
|
EntityPosition.Z = AnimationHelper.MoveToTarget(EntityPosition.Z, 0, 0.5f * Game1.TimeMultiplier);
|
|
|
|
var percentage = _fadeCounter / _fadeTime;
|
|
_sprite.Color = Color.White * percentage;
|
|
_shadowComponent.Transparency = percentage;
|
|
}
|
|
}
|
|
|
|
private void UpdateAnimation(Vector2 direction)
|
|
{
|
|
var dir = Math.Abs(direction.X) / Math.Abs(direction.Y);
|
|
if (direction.Y >= 0 || dir > 0.75f)
|
|
_animator.Play(direction.X < 0 ? "left" : "right");
|
|
else
|
|
_animator.Play(direction.X < 0 ? "up_left" : "up_right");
|
|
}
|
|
|
|
private void KeyChanged()
|
|
{
|
|
if (!IsActive)
|
|
return;
|
|
|
|
// start following
|
|
var followValue = Game1.GameManager.SaveManager.GetString("ghost_follow");
|
|
if (!string.IsNullOrEmpty(followValue))
|
|
{
|
|
_aiComponent.ChangeState("follow");
|
|
Game1.GameManager.SaveManager.RemoveString("ghost_follow");
|
|
}
|
|
|
|
// start fading away?
|
|
var fadeValue = Game1.GameManager.SaveManager.GetString("ghost_fade");
|
|
if (!string.IsNullOrEmpty(fadeValue))
|
|
{
|
|
_fadeTime = int.Parse(fadeValue);
|
|
_fadeCounter = _fadeTime;
|
|
_aiComponent.ChangeState("fade");
|
|
|
|
Game1.GameManager.SaveManager.RemoveString("ghost_fade");
|
|
}
|
|
|
|
// start moving? [set:ghost_move,-16,32,1]
|
|
var moveValue = Game1.GameManager.SaveManager.GetString("ghost_move");
|
|
if (!string.IsNullOrEmpty(moveValue))
|
|
{
|
|
var split = moveValue.Split(',');
|
|
var offsetX = int.Parse(split[0]);
|
|
var offsetY = int.Parse(split[1]);
|
|
_moveSpeed = float.Parse(split[2], CultureInfo.InvariantCulture);
|
|
_targetPosition = new Vector2(EntityPosition.X + offsetX, EntityPosition.Y + offsetY);
|
|
_aiComponent.ChangeState("move");
|
|
|
|
Game1.GameManager.SaveManager.RemoveString("ghost_move");
|
|
}
|
|
|
|
// return to the grave
|
|
var returnValue = Game1.GameManager.SaveManager.GetString("ghost_return");
|
|
if (!string.IsNullOrEmpty(returnValue))
|
|
{
|
|
_returning = true;
|
|
_aiComponent.ChangeState("return");
|
|
Game1.GameManager.SaveManager.RemoveString("ghost_return");
|
|
}
|
|
}
|
|
}
|
|
} |