LADXHD/InGame/GameObjects/Things/ObjDoor2d.cs
2023-12-14 17:21:22 -05:00

97 lines
3.4 KiB
C#

using Microsoft.Xna.Framework;
using ProjectZ.InGame.Controls;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameSystems;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
public class ObjDoor2d : GameObject
{
private Rectangle _collisionRectangle;
private Vector2 _transitionPosition;
private string _entryId;
private string _nextMap;
private string _exitId;
private bool _isColliding;
private bool _wasColliding;
private bool _isTransitioning;
public ObjDoor2d() : base("editor door")
{
EditorColor = Color.Orange * 0.65f;
}
public ObjDoor2d(Map.Map map, int posX, int posY, int width, int height, string entryId, string nextMapId, string exitId) : base(map)
{
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, width, height);
_transitionPosition = new Vector2(posX + 8, posY + 16);
_collisionRectangle = new Rectangle(posX + 6, posY, 4, height);
_entryId = entryId;
// has the player just entered this door?
if (_entryId != null && MapManager.ObjLink.NextMapPositionId == _entryId)
PlacePlayer();
_nextMap = nextMapId;
_exitId = exitId;
if (!string.IsNullOrEmpty(_nextMap) && !string.IsNullOrEmpty(_exitId))
{
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(ObjectCollisionComponent.Index,
new ObjectCollisionComponent(_collisionRectangle, OnCollision));
}
}
private void Update()
{
if (_isTransitioning)
return;
_wasColliding = _isColliding;
_isColliding = false;
// first step on the door?
if (MapManager.ObjLink.IsGrounded() && !MapManager.ObjLink.IsTransitioning && _wasColliding && ControlHandler.GetMoveVector2().Y < 0)
{
_isTransitioning = true;
Game1.GameManager.PlaySoundEffect("D378-06-06");
MapManager.ObjLink.MapTransitionStart = MapManager.ObjLink.EntityPosition.Position;
MapManager.ObjLink.MapTransitionEnd = _transitionPosition;
MapManager.ObjLink.TransitionOutWalking = true;
MapManager.ObjLink.Direction = 1;
// append a map change
var transitionSystem = (MapTransitionSystem)Game1.GameManager.GameSystems[typeof(MapTransitionSystem)];
transitionSystem.AppendMapChange(_nextMap, _exitId, false, false, Values.MapTransitionColor, false);
}
}
private void OnCollision(GameObject gameObject)
{
_isColliding = true;
}
private void PlacePlayer()
{
_isColliding = true;
_wasColliding = true;
MapManager.ObjLink.NextMapPositionStart = _transitionPosition;
MapManager.ObjLink.NextMapPositionEnd = _transitionPosition;
MapManager.ObjLink.TransitionInWalking = false;
MapManager.ObjLink.DirectionEntry = 3;
}
}
}