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