LADXHD/InGame/GameObjects/Things/ObjBoat.cs
2023-12-14 17:21:22 -05:00

239 lines
9.7 KiB
C#

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using ProjectZ.Base;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Systems;
using ProjectZ.InGame.GameObjects.NPCs;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
class ObjBoat : GameObject
{
private readonly ObjFishermanBoat _objFisherman;
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly CBox _moveBox;
private Box _lastBox;
private readonly CBox _collisionBox;
private Box _lastCollisionBox;
private readonly Vector2 _topPosition;
private readonly Vector2 _bottomPosition;
private Vector2 _currentPosition;
private Vector2 _positionOffset;
private Vector2 _newPosition;
private float _velocity;
private float _offsetTime;
private bool _offset;
private bool _isStandingOnTop;
public ObjBoat() : base("boat") { }
public ObjBoat(Map.Map map, int posX, int posY) : base(map)
{
EntityPosition = new CPosition(posX + 20, posY + 15, 0);
EntitySize = new Rectangle(-20, -15, 40, 15);
_topPosition = EntityPosition.Position;
_bottomPosition = _topPosition + new Vector2(0, 5);
_currentPosition = _topPosition;
_collisionBox = new CBox(EntityPosition, -16, -14, 32, 14, 16);
_moveBox = new CBox(EntityPosition,
_collisionBox.OffsetX, _collisionBox.OffsetY - 8, _collisionBox.OffsetZ,
_collisionBox.Box.Width, _collisionBox.Box.Height, _collisionBox.Box.Depth);
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(_collisionBox, Values.CollisionTypes.Normal) { DirectionFlag = 8 });
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawSpriteComponent("boat", EntityPosition, Values.LayerBottom));
_objFisherman = new ObjFishermanBoat(map, posX + 1, posY - 16, null, "npc_fisherman", "npc_bridge", new Rectangle(0, 1, 14, 20));
map.Objects.SpawnObject(_objFisherman);
}
private void OnKeyChange()
{
var spawnKey = "spawn_necklace";
var spawnNecklace = Game1.GameManager.SaveManager.GetString(spawnKey);
if (!string.IsNullOrEmpty(spawnNecklace) && spawnNecklace == "1")
{
var spawnPosition = new Vector2(EntityPosition.X - 48, EntityPosition.Y - 16);
Game1.GameManager.SaveManager.RemoveString(spawnKey);
var objNecklace = new ObjItem(Map, (int)spawnPosition.X, (int)spawnPosition.Y, null, null, "trade11", null);
objNecklace.SpawnBoatSequence();
Map.Objects.SpawnObject(objNecklace);
// spawn splash effect
var fallAnimation = new ObjAnimator(Map, (int)(spawnPosition.X + 8), (int)(spawnPosition.Y + 5),
Values.LayerPlayer, "Particles/fishingSplash", "idle", true);
Map.Objects.SpawnObject(fallAnimation);
}
}
private void Update()
{
_lastBox = _moveBox.Box;
_lastCollisionBox = _collisionBox.Box;
UpdateMove();
var moveDirection = _newPosition - EntityPosition.Position;
EntityPosition.Set(_newPosition);
MoveBodies(moveDirection);
}
// move to target if the player is standing on top of the plaform
private void UpdateMove()
{
// is the player standing on the platform?
var wasStandingOnTop = _isStandingOnTop;
_isStandingOnTop = MapManager.ObjLink._body.IsGrounded &&
MapManager.ObjLink._body.BodyBox.Box.Intersects(_moveBox.Box);
// jumped ontop of the boat?
if (_isStandingOnTop && !wasStandingOnTop)
{
_velocity = 0.75f;
_offsetTime = -100;
_offset = false;
_currentPosition.Y += _positionOffset.Y;
_positionOffset = Vector2.Zero;
}
// jumped off the boat?
if (!_isStandingOnTop && wasStandingOnTop)
{
_velocity = 0.0f;
_offsetTime = -100;
_offset = false;
_currentPosition.Y += _positionOffset.Y;
_positionOffset = Vector2.Zero;
}
var target = 0.25f;
// slow down at the top/bottom
if (_isStandingOnTop && _currentPosition.Y > _bottomPosition.Y - 2)
target = 0.0125f;
if (!_isStandingOnTop && _currentPosition.Y < _topPosition.Y + 1)
target = 0.05f;
_velocity = AnimationHelper.MoveToTarget(_velocity, target, 0.05f * Game1.TimeMultiplier);
if (!_offset)
{
// move up or down
if (_isStandingOnTop)
_currentPosition.Y = AnimationHelper.MoveToTarget(_currentPosition.Y, _bottomPosition.Y, _velocity * Game1.TimeMultiplier);
else
_currentPosition.Y = AnimationHelper.MoveToTarget(_currentPosition.Y, _topPosition.Y, _velocity * Game1.TimeMultiplier);
if (_currentPosition.Y == _topPosition.Y)
{
_offset = true;
_currentPosition.Y += 1;
}
if (_currentPosition.Y == _bottomPosition.Y)
{
_offset = true;
_currentPosition.Y -= 1;
}
}
if (_offset)
{
_offsetTime += Game1.DeltaTime;
var offsetRadiant = _offsetTime / 1000 * MathF.PI * 2;
var goUp = !_isStandingOnTop;
//if (Game1.GameManager.DialogIsRunning() && _objFisherman.Animator.CurrentAnimation.Id == "down")
// goUp = _objFisherman.Animator.CurrentAnimation.Id == "down";
if (goUp)
offsetRadiant = offsetRadiant + MathF.PI;
if (!Game1.GameManager.DialogIsRunning())
_objFisherman.Animator.Play(MathF.Sin(offsetRadiant) > 0 ? "idle" : "down");
// 1sec up/down
_positionOffset.Y = MathHelper.Clamp(MathF.Cos(offsetRadiant) * 1.1f, -1, 1);
}
else if (!Game1.GameManager.DialogIsRunning())
{
_objFisherman.Animator.Play(_isStandingOnTop ? "down" : "idle");
}
_newPosition = _currentPosition + _positionOffset;
}
private void MoveBodies(Vector2 direction)
{
// check for colliding bodies and push them forward
_collidingObjects.Clear();
Map.Objects.GetComponentList(_collidingObjects,
(int)_lastBox.Left, (int)_lastBox.Back - 8, (int)_lastBox.Width, (int)_lastBox.Height, BodyComponent.Mask);
foreach (var collidingObject in _collidingObjects)
{
var body = (BodyComponent)collidingObject.Components[BodyComponent.Index];
if (body.BodyBox.Box.Front <= _lastCollisionBox.Back && body.BodyBox.Box.Intersects(_lastBox))
{
var offset = Vector2.Zero;
// body standing on the platform
if (body.IsGrounded)
{
var add = Vector2.Zero;
// align the body with the platform so that the body is not wobbling around
if (Math.Abs(body.VelocityTarget.X) < 0.1f && Math.Abs(body.Velocity.X) < 0.1f)
{
var distance = (body.Position.X + direction.X) - EntityPosition.X;
var distanceNormal = (int)Math.Round(distance * MapManager.Camera.Scale, MidpointRounding.AwayFromZero) / MapManager.Camera.Scale;
var dir = distanceNormal - distance;
if (Math.Abs(dir) > 0.005)
add.X += dir;
}
offset = direction + add;
// put the body on top of the platform
if (direction.Y != 0)
offset.Y = _collisionBox.Box.Back - body.BodyBox.Box.Front;
}
// did the platform already move into the body?
else if (body.BodyBox.Box.Intersects(_collisionBox.Box))
{
// move the body up/down
if (direction.Y < 0)
offset.Y = _collisionBox.Box.Back - body.BodyBox.Box.Front - 0.05f;
else if (direction.Y > 0)
offset.Y = _collisionBox.Box.Back - body.BodyBox.Box.Front + 0.05f;
}
if (offset != Vector2.Zero)
{
SystemBody.MoveBody(body, offset, body.CollisionTypes, false, false, false);
body.Position.NotifyListeners();
}
}
}
}
}
}