mirror of
https://github.com/Phantop/LADXHD.git
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100 lines
3.3 KiB
C#
100 lines
3.3 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.Things;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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internal class ObjAnimatedTile : GameObject
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{
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public readonly CSprite Sprite;
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private readonly Rectangle _sourceRectangle;
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private int _currentFrame;
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private float _timeCounter;
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private readonly int _frames;
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private readonly int _animationSpeed;
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// TODO_OPT: should probably only switch the tilemap values
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// one object could update a lot of tiles in the tilemap
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// would be better for performance
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public ObjAnimatedTile(Map.Map map, int posX, int posY,
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string spriteId, int frames, int animationSpeed, bool sync, int spriteEffects, int drawLayer) : base(map)
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{
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var sprite = Resources.GetSprite(spriteId);
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_sourceRectangle = sprite.ScaledRectangle;
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SprEditorImage = sprite.Texture;
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EditorIconSource = _sourceRectangle;
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(0, 0, _sourceRectangle.Width, _sourceRectangle.Height);
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_frames = frames;
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_animationSpeed = animationSpeed;
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Sprite = new CSprite(sprite.Texture, EntityPosition, _sourceRectangle, Vector2.Zero)
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{
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Scale = sprite.Scale,
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SpriteEffect = (SpriteEffects)spriteEffects
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};
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AddComponent(UpdateComponent.Index, new UpdateComponent(sync ? UpdateSync : UpdateNoSync));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(Sprite, drawLayer));
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// randomize the starting state of the animation
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if (!sync)
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RandomizeStartFrame();
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}
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public void RandomizeStartFrame()
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{
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var pX = EntityPosition.X / 200f;
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var pY = EntityPosition.Y / 200f;
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_timeCounter = (int)((pX * pX + pY * pY) * 30f);
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while (_timeCounter >= _animationSpeed)
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{
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_currentFrame++;
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if (_currentFrame >= _frames)
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_currentFrame = 0;
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_timeCounter -= _animationSpeed;
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}
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}
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public void UpdateSync()
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{
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// all the animations are in sync
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_currentFrame = (int)Game1.TotalGameTime %
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(_frames * _animationSpeed) / _animationSpeed;
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UpdateSourceRectangle();
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}
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public void UpdateNoSync()
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{
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_timeCounter += Game1.DeltaTime;
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if (_timeCounter > _animationSpeed)
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{
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_currentFrame++;
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_timeCounter -= _animationSpeed;
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if (_currentFrame >= _frames)
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_currentFrame = 0;
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UpdateSourceRectangle();
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}
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}
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public void UpdateSourceRectangle()
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{
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Sprite.SourceRectangle.X = _sourceRectangle.X + _sourceRectangle.Width * _currentFrame;
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}
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}
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} |