mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
698 lines
27 KiB
C#
698 lines
27 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.Base;
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using ProjectZ.InGame.Controls;
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using ProjectZ.InGame.GameObjects.Base.Systems;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects
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{
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public partial class ObjLink
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{
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public bool Fall2DEntry;
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private Vector2 _moveVector2D;
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private bool Is2DMode;
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// swim stuff
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private const float MaxSwimSpeed2D = 0.65f; // speed in the original is 0.5f
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private float _swimAnimationMult;
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private int _swimDirection;
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private bool _inWater;
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private bool _wasInWater;
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// climb stuff
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private const float ClimbSpeed = 0.7f;
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private bool _isClimbing;
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private bool _wasClimbing;
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private bool _tryClimbing;
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private bool _ladderCollision;
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// jump stuff
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private double _jumpStartTime;
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private bool _playedJumpAnimation;
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private bool _waterJump;
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private bool _init;
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private bool _spikeDamage;
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private void MapInit2D()
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{
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// start climbing it the player is touching a ladder at the init position
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var box = Box.Empty;
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if (Map.Objects.Collision(_body.BodyBox.Box, Box.Empty, Values.CollisionTypes.Ladder, 3, 0, ref box))
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{
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_isWalking = true;
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_isClimbing = true;
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DirectionEntry = 1;
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UpdateAnimation2D();
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}
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else if (Fall2DEntry)
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{
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Fall2DEntry = false;
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CurrentState = State.Jumping;
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_body.Velocity.Y = 1.5f;
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_playedJumpAnimation = true;
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if (Direction != 0 && Direction != 2)
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Direction = 2;
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DirectionEntry = Direction;
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Animation.Play("fall_" + Direction);
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}
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// move down a little bit after coming from the top
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if (DirectionEntry == 3)
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_swimVelocity.Y = 0.4f;
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_init = true;
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_swimAnimationMult = 0.75f;
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EntityPosition.Z = 0;
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_body.DeepWaterOffset = -9;
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_jumpStartTime = 0;
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_swimDirection = DirectionEntry;
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// look towards the middle of the map
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if (DirectionEntry % 2 != 0)
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_swimDirection = EntityPosition.X < Map.MapWidth * Values.TileSize / 2f ? 2 : 0;
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}
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private void Update2DFrozen()
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{
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// make sure to not fall down while frozen
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if (_isClimbing)
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_body.Velocity.Y = 0;
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}
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private void Update2D()
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{
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var initState = CurrentState;
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var box = Box.Empty;
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// is the player touching a ladder?
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_ladderCollision = Map.Objects.Collision(_body.BodyBox.Box, Box.Empty, Values.CollisionTypes.Ladder, 1, 0, ref box);
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if (!_ladderCollision && _isClimbing)
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{
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_isClimbing = false;
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if (CurrentState != State.Carrying)
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{
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_body.Velocity.Y = 0;
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CurrentState = State.Idle;
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}
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}
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if (!_body.IsGrounded && !_isClimbing && (!_tryClimbing || !_ladderCollision) &&
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(CurrentState == State.Idle || CurrentState == State.Blocking) &&
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!_bootsRunning)
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{
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CurrentState = State.Jumping;
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_waterJump = false;
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// if we get pushed down we change the direction in the push direction
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// this does not work for all cases but we only need if for the evil eagle boss where it should work correctly
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if (_body.LastAdditionalMovementVT.X != 0)
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Direction = _body.LastAdditionalMovementVT.X < 0 ? 0 : 2;
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if (_wasClimbing)
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{
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// not ontop of a ladder
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if (SystemBody.MoveBody(_body, new Vector2(0, 2), _body.CollisionTypes | Values.CollisionTypes.LadderTop, false, false, true) == Values.BodyCollision.None)
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{
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SystemBody.MoveBody(_body, new Vector2(0, -2), _body.CollisionTypes | Values.CollisionTypes.LadderTop, false, false, true);
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if (Math.Abs(_moveVector2D.X) >= Math.Abs(_moveVector2D.Y))
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Direction = _moveVector2D.X < 0 ? 0 : 2;
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else
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Direction = 1;
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}
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// aligned with the top of the ladder
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else
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{
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_body.IsGrounded = true;
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_body.Velocity.Y = _body.Gravity2D;
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CurrentState = initState;
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}
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}
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}
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if (_isClimbing &&
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CurrentState != State.Attacking && CurrentState != State.PickingUp &&
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CurrentState != State.Dying && CurrentState != State.Blocking &&
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CurrentState != State.PreCarrying && CurrentState != State.Carrying &&
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CurrentState != State.Hookshot && CurrentState != State.MagicRod &&
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CurrentState != State.Powdering && CurrentState != State.Throwing)
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CurrentState = State.Idle;
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var inLava = (_body.CurrentFieldState & MapStates.FieldStates.Lava) != 0;
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_inWater = (_body.CurrentFieldState & MapStates.FieldStates.DeepWater) != 0 || inLava;
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if (_init)
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_wasInWater = _inWater;
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// need to make sure to play the animation when the player walks over a cliff
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if (_body.IsGrounded || _isClimbing)
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_playedJumpAnimation = false;
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// is the player in deep water?
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if (_inWater)
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{
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if (!_wasInWater)
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{
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_swimDirection = Direction;
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if (_swimDirection % 2 != 0)
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_swimDirection = 0;
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}
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// start swimming if the player has flippers
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if (HasFlippers && !inLava)
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{
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if (!_wasInWater)
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{
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_swimVelocity.X = _body.VelocityTarget.X * 0.35f;
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_swimVelocity.Y = _isClimbing ? _body.VelocityTarget.Y * 0.35f : _body.Velocity.Y;
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_body.Velocity = Vector3.Zero;
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}
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if (CurrentState != State.Attacking &&
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CurrentState != State.PickingUp &&
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CurrentState != State.Hookshot &&
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CurrentState != State.Bombing &&
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CurrentState != State.Powdering &&
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CurrentState != State.MagicRod &&
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CurrentState != State.Dying &&
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CurrentState != State.PreCarrying)
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CurrentState = State.Swimming;
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_isClimbing = false;
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}
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else
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{
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if (CurrentState != State.Drowning && CurrentState != State.Drowned)
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{
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_body.Velocity = Vector3.Zero;
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_body.Velocity.X = _lastMoveVelocity.X * 0.25f;
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if (CurrentState != State.Dying)
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{
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Game1.GameManager.PlaySoundEffect("D370-03-03");
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CurrentState = State.Drowning;
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_isClimbing = false;
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_drownCounter = 650;
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// blink in lava
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_hitCount = inLava ? CooldownTime : 0;
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}
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}
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}
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}
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// jump a little bit out of the water
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else if (CurrentState == State.Swimming)
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{
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Direction = _swimDirection;
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_lastMoveVelocity.X = _body.VelocityTarget.X;
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// jump out of the water?
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if (_swimVelocity.Y < -MaxSwimSpeed2D)
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{
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CurrentState = State.Idle;
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Jump2D();
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}
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// just jump up a little out of the water
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else
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{
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CurrentState = State.Jumping;
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_body.Velocity.Y = -0.75f;
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_playedJumpAnimation = true;
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_waterJump = true;
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}
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}
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if (CurrentState == State.Drowning)
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{
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if (_drownCounter < 300)
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{
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_body.Velocity = Vector3.Zero;
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// align the player to the pixel grid
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EntityPosition.Set(new Vector2(
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MathF.Round(EntityPosition.X), MathF.Round(EntityPosition.Y)));
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}
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_drownCounter -= Game1.DeltaTime;
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if (_drownCounter <= 0)
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{
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IsVisible = false;
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CurrentState = State.Drowned;
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_drownResetCounter = 500;
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}
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}
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else if (CurrentState == State.Drowned)
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{
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_body.Velocity = Vector3.Zero;
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_drownResetCounter -= Game1.DeltaTime;
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if (_drownResetCounter <= 0)
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{
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CurrentState = State.Idle;
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CanWalk = true;
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IsVisible = true;
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_hitCount = CooldownTime;
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Game1.GameManager.CurrentHealth -= 2;
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_body.CurrentFieldState = MapStates.FieldStates.None;
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EntityPosition.Set(_drownResetPosition);
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}
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}
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_body.IgnoresZ = _inWater || _hookshotPull;
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// walk
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UpdateWalking2D();
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// swimming
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UpdateSwimming2D();
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// update the animation
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UpdateAnimation2D();
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if (_isClimbing)
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_body.Velocity.Y = 0;
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// first frame getting hit
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if (_hitCount == CooldownTime)
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{
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if (_hitVelocity != Vector2.Zero)
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_hitVelocity.Normalize();
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_hitVelocity *= 1.75f;
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_swimVelocity *= 0.25f;
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// repell the player up and in the direction the player came from
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if (_spikeDamage)
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{
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_hitVelocity *= 0.85f;
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if (_moveVector2D.X < 0)
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_hitVelocity += new Vector2(2, 0);
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else if (_moveVector2D.X > 0)
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_hitVelocity += new Vector2(-2, 0);
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_body.Velocity.X = _hitVelocity.X;
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_body.Velocity.Y = _hitVelocity.Y;
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_hitVelocity = Vector2.Zero;
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}
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}
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_spikeDamage = false;
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if (_hitCount > 0)
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_hitVelocity *= (float)Math.Pow(0.9f, Game1.TimeMultiplier);
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else
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_hitVelocity = Vector2.Zero;
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// slows down the walk movement when the player is hit
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var moveMultiplier = MathHelper.Clamp(1f - _hitVelocity.Length(), 0, 1);
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// move the player
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if (CurrentState != State.Hookshot)
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_body.VelocityTarget = _moveVector2D * moveMultiplier + _hitVelocity;
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// remove ladder collider while climbing
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if (_isClimbing || _tryClimbing)
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_body.CollisionTypes &= ~(Values.CollisionTypes.LadderTop);
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else if (CurrentState == State.Jumping)
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{
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// only collide with the top of a ladder block
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_body.CollisionTypes |= Values.CollisionTypes.LadderTop;
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}
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else
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_body.CollisionTypes |= Values.CollisionTypes.LadderTop;
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// save the last position the player is grounded to use for the reset position if the player drowns
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if (_body.IsGrounded)
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{
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var bodyCenter = new Vector2(EntityPosition.X, EntityPosition.Y);
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// center the position
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// can lead to the position being inside something
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bodyCenter.X = (int)(bodyCenter.X / 16) * 16 + 8;
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// found new reset position?
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var bodyBox = new Box(bodyCenter.X + _body.OffsetX, bodyCenter.Y + _body.OffsetY, 0, _body.Width, _body.Height, _body.Depth);
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var bodyBoxFloor = new Box(bodyCenter.X + _body.OffsetX, bodyCenter.Y + _body.OffsetY + 1, 0, _body.Width, _body.Height, _body.Depth);
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var cBox = Box.Empty;
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// check it the player is not standing inside something; why???
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if (//!Game1.GameManager.MapManager.CurrentMap.Objects.Collision(bodyBox, Box.Empty, _body.CollisionTypes, 0, 0, ref cBox) &&
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Map.Objects.Collision(bodyBoxFloor, Box.Empty, _body.CollisionTypes, Values.CollisionTypes.MovingPlatform, 0, 0, ref cBox))
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_drownResetPosition = bodyCenter;
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}
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_wasClimbing = _isClimbing;
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_wasInWater = _inWater;
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_init = false;
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}
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private void UpdateAnimation2D()
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{
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var shieldString = Game1.GameManager.ShieldLevel == 2 ? "ms_" : "s_";
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if (!CarryShield)
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shieldString = "_";
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// start the jump animation
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if (CurrentState == State.Jumping && !_playedJumpAnimation)
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{
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Animation.Play("jump_" + Direction);
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_playedJumpAnimation = true;
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}
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if (_bootsHolding || _bootsRunning)
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{
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if (!_bootsRunning)
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Animation.Play("walk" + shieldString + Direction);
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else
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{
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// run while blocking with the shield
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Animation.Play((CarryShield ? "walkb" : "walk") + shieldString + Direction);
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}
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Animation.SpeedMultiplier = 2.0f;
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return;
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}
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Animation.SpeedMultiplier = 1.0f;
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if ((CurrentState != State.Jumping || !Animation.IsPlaying || _waterJump) && CurrentState != State.Attacking)
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{
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if (CurrentState == State.Jumping)
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Animation.Play("fall_" + Direction);
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else if (CurrentState == State.Idle)
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{
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if (_isWalking || _isClimbing)
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{
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var newAnimation = "walk" + shieldString + Direction;
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if (Animation.CurrentAnimation.Id != newAnimation)
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Animation.Play(newAnimation);
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else if (_isClimbing)
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// continue/pause the animation
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Animation.IsPlaying = _isWalking;
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}
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else
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Animation.Play("stand" + shieldString + Direction);
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}
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else if (!_isWalking && CurrentState == State.Charging)
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Animation.Play("stand" + shieldString + Direction);
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else if (CurrentState == State.Carrying)
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Animation.Play((_isWalking ? "walkc_" : "standc_") + Direction);
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else if (_isWalking && CurrentState == State.Charging)
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Animation.Play("walk" + shieldString + Direction);
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else if (CurrentState == State.Blocking)
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Animation.Play((!_isWalking ? "standb" : "walkb") + shieldString + Direction);
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else if (CurrentState == State.Grabbing)
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Animation.Play("grab_" + Direction);
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else if (CurrentState == State.Pulling)
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Animation.Play("pull_" + Direction);
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else if (CurrentState == State.Swimming)
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{
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Animation.Play("swim_2d_" + _swimDirection);
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Animation.SpeedMultiplier = _swimAnimationMult;
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}
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// TODO: create a different sprite for 2d drowning
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else if (CurrentState == State.Drowning)
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Animation.Play(_drownCounter > 300 ? "swim_" + _swimDirection : "dive");
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}
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}
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private void UpdateWalking2D()
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{
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_isWalking = false;
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if ((CurrentState != State.Idle && CurrentState != State.Jumping &&
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CurrentState != State.Carrying && CurrentState != State.Blocking &&
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CurrentState != State.Charging && CurrentState != State.Attacking &&
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(CurrentState != State.MagicRod || _body.IsGrounded || _isClimbing)) || _inWater)
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{
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_moveVector2D = Vector2.Zero;
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_lastBaseMoveVelocity = _moveVector2D;
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return;
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}
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var walkVelocity = Vector2.Zero;
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if (!_isLocked && (CurrentState != State.Attacking || !_body.IsGrounded))
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walkVelocity = ControlHandler.GetMoveVector2();
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var walkVelLength = walkVelocity.Length();
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var vectorDirection = ToDirection(walkVelocity);
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// start climbing?
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if (_ladderCollision && ((walkVelocity.Y != 0 && Math.Abs(walkVelocity.X) <= Math.Abs(walkVelocity.Y)) || _tryClimbing) && _jumpStartTime + 175 < Game1.TotalGameTime)
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{
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_isClimbing = true;
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_tryClimbing = false;
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}
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// try climbing down?
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else if (walkVelocity.Y > 0 && Math.Abs(walkVelocity.X) <= Math.Abs(walkVelocity.Y) && !_bootsRunning)
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{
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if (_tryClimbing && !_isHoldingSword)
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Direction = 3;
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_tryClimbing = true;
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}
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else
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_tryClimbing = false;
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if (_isClimbing && _ladderCollision)
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{
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_moveVector2D = walkVelocity * ClimbSpeed;
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_lastMoveVelocity = new Vector2(_moveVector2D.X, 0);
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if (_isClimbing)
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Direction = 1;
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}
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// boot running; stop if the player tries to move in the opposite direction
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else if (_bootsRunning && (walkVelLength < Values.ControllerDeadzone || vectorDirection != (Direction + 2) % 4))
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{
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if (!_bootsStop)
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_moveVector2D = AnimationHelper.DirectionOffset[Direction] * 2;
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_lastMoveVelocity = _moveVector2D;
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}
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// normally walking on the floor
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else if (walkVelLength > Values.ControllerDeadzone)
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{
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// if the player is walking he is walking left or right
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if (walkVelocity.X != 0)
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walkVelocity.Y = 0;
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// update the direction if not attacking/charging
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var newDirection = AnimationHelper.GetDirection(walkVelocity);
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// reset boot counter if the player changes the direction
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if (newDirection != Direction)
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_bootsCounter %= _bootsParticleTime;
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_bootsRunning = false;
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if (CurrentState != State.Charging && CurrentState != State.Attacking && CurrentState != State.Jumping && newDirection != 3)
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Direction = newDirection;
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if (_body.IsGrounded)
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{
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_moveVector2D = new Vector2(walkVelocity.X, 0);
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_lastMoveVelocity = _moveVector2D;
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}
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}
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else if (_body.IsGrounded)
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{
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_moveVector2D = Vector2.Zero;
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_lastMoveVelocity = Vector2.Zero;
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}
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// the player has momentum when he is in the air and can not be controlled directly like on the ground
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if (!_body.IsGrounded && !_isClimbing)
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{
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walkVelocity.Y = 0;
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var distance = (_lastMoveVelocity - walkVelocity * _currentWalkSpeed).Length();
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if (distance > 0 && walkVelocity != Vector2.Zero)
|
|
{
|
|
// we make sure that when walkVelocity is pointing in the same direction as _lastMoveVelocity we do not decrease the velocity if walkVelocity is smaller
|
|
var direction = walkVelocity;
|
|
direction.Normalize();
|
|
var speed = Math.Max(walkVelocity.Length(), _lastMoveVelocity.Length());
|
|
_lastMoveVelocity = AnimationHelper.MoveToTarget(_lastMoveVelocity, direction * speed, 0.05f * Game1.TimeMultiplier);
|
|
}
|
|
|
|
_moveVector2D = _lastMoveVelocity;
|
|
|
|
// update the direction if the player goes left or right in the air
|
|
// only update the animation after the jump animation was played
|
|
if (CurrentState == State.Jumping && _moveVector2D != Vector2.Zero && _playedJumpAnimation)
|
|
{
|
|
var newDirection = AnimationHelper.GetDirection(_moveVector2D);
|
|
if (newDirection % 2 == 0)
|
|
Direction = newDirection;
|
|
}
|
|
}
|
|
|
|
if (_moveVector2D.X != 0 || (_isClimbing && _moveVector2D.Y != 0))
|
|
_isWalking = true;
|
|
|
|
_lastBaseMoveVelocity = _moveVector2D;
|
|
}
|
|
|
|
private void UpdateSwimming2D()
|
|
{
|
|
if (!_inWater || CurrentState == State.Drowning || CurrentState == State.Drowned)
|
|
return;
|
|
|
|
// direction can only be 0 or 2 while swimming
|
|
if (Direction % 2 != 0)
|
|
Direction = _swimDirection;
|
|
|
|
var moveVector = Vector2.Zero;
|
|
if (!_isLocked && CurrentState != State.Attacking)
|
|
moveVector = ControlHandler.GetMoveVector2();
|
|
|
|
var moveVectorLength = moveVector.Length();
|
|
moveVectorLength = Math.Clamp(moveVectorLength, 0, MaxSwimSpeed2D);
|
|
|
|
if (moveVectorLength > Values.ControllerDeadzone)
|
|
{
|
|
moveVector.Normalize();
|
|
moveVector *= moveVectorLength;
|
|
|
|
// accelerate to the target velocity
|
|
var distance = (moveVector - _swimVelocity).Length();
|
|
var lerpPercentage = MathF.Min(1, (0.0225f * Game1.TimeMultiplier) / distance);
|
|
_swimVelocity = Vector2.Lerp(_swimVelocity, moveVector, lerpPercentage);
|
|
|
|
Game1.DebugText += "\n" + lerpPercentage;
|
|
|
|
_swimAnimationMult = moveVector.Length() / MaxSwimSpeed2D;
|
|
|
|
Direction = AnimationHelper.GetDirection(moveVector);
|
|
if (moveVector.X != 0)
|
|
_swimDirection = moveVector.X < 0 ? 0 : 2;
|
|
}
|
|
else
|
|
{
|
|
// slows down and stop
|
|
var distance = _swimVelocity.Length();
|
|
var lerpPercentage = MathF.Min(1, (0.0225f / distance) * Game1.TimeMultiplier);
|
|
_swimVelocity = Vector2.Lerp(_swimVelocity, Vector2.Zero, lerpPercentage);
|
|
|
|
_swimAnimationMult = Math.Max(0.35f, _swimVelocity.Length() / MaxSwimSpeed2D);
|
|
}
|
|
|
|
_moveVector2D = _swimVelocity;
|
|
_lastMoveVelocity.X = _swimVelocity.X;
|
|
}
|
|
|
|
private void Jump2D()
|
|
{
|
|
// TODO: In 2d you can adjust the jump height by pressing shorter/longer
|
|
|
|
// swim faster
|
|
if (CurrentState == State.Swimming)
|
|
_swimVelocity.Y = -0.9f;
|
|
|
|
if (CurrentState == State.Carrying ||
|
|
(CurrentState != State.Idle &&
|
|
CurrentState != State.Attacking &&
|
|
CurrentState != State.Charging))
|
|
return;
|
|
|
|
|
|
if (!_body.IsGrounded && !_wasInWater && !_isClimbing)
|
|
return;
|
|
|
|
if (_isClimbing)
|
|
{
|
|
if (Math.Abs(_moveVector2D.X) > Math.Abs(_moveVector2D.Y))
|
|
Direction = _moveVector2D.X < 0 ? 0 : 2;
|
|
else
|
|
Direction = 1;
|
|
}
|
|
|
|
Game1.GameManager.PlaySoundEffect("D360-13-0D");
|
|
|
|
_jumpStartTime = Game1.TotalGameTime;
|
|
|
|
_body.IsGrounded = false;
|
|
_body.Velocity.Y = _isClimbing ? -1.5f : -1.9f;
|
|
_moveVector2D = Vector2.Zero;
|
|
|
|
|
|
_isClimbing = false;
|
|
_waterJump = false;
|
|
|
|
// while attacking the player can still jump but without the animation
|
|
if (CurrentState != State.Attacking &&
|
|
CurrentState != State.Charging)
|
|
{
|
|
_playedJumpAnimation = false;
|
|
CurrentState = State.Jumping;
|
|
}
|
|
else
|
|
{
|
|
_playedJumpAnimation = true;
|
|
}
|
|
}
|
|
|
|
private void OnMoveCollision2D(Values.BodyCollision collision)
|
|
{
|
|
// prevent the body from trying to move up and directly falling down in the next step
|
|
if ((collision & Values.BodyCollision.Horizontal) != 0 && !_isClimbing)
|
|
_body.SlideOffset = Vector2.Zero;
|
|
|
|
// collision with the ground
|
|
if ((collision & Values.BodyCollision.Bottom) != 0)
|
|
{
|
|
// we cant use the check because the player can attack while jumping and avoid the jump animation the next time
|
|
if (CurrentState == State.Jumping ||
|
|
CurrentState == State.BootKnockback)
|
|
{
|
|
CurrentState = State.Idle;
|
|
Game1.GameManager.PlaySoundEffect("D378-07-07");
|
|
}
|
|
}
|
|
// collision with the ceiling
|
|
else if ((collision & Values.BodyCollision.Top) != 0)
|
|
{
|
|
_body.Velocity.Y = 0;
|
|
}
|
|
else if ((collision & Values.BodyCollision.Horizontal) != 0)
|
|
{
|
|
_lastMoveVelocity = Vector2.Zero;
|
|
_swimVelocity.X = 0;
|
|
}
|
|
|
|
if ((collision & Values.BodyCollision.Vertical) != 0)
|
|
{
|
|
_hitVelocity.Y = 0;
|
|
_swimVelocity.Y = 0;
|
|
}
|
|
}
|
|
|
|
public bool IsClimbing()
|
|
{
|
|
return _isClimbing;
|
|
}
|
|
|
|
public bool IsInWater2D()
|
|
{
|
|
return _inWater;
|
|
}
|
|
|
|
public void InflictSpikeDamage2D()
|
|
{
|
|
_spikeDamage = true;
|
|
}
|
|
}
|
|
}
|