mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
129 lines
5.2 KiB
C#
129 lines
5.2 KiB
C#
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.Map;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Things
|
|
{
|
|
internal class ObjJump : GameObject
|
|
{
|
|
private readonly PushableComponent _pushComponent;
|
|
private readonly Vector2 _offset;
|
|
|
|
private readonly float _inertiaTime;
|
|
private readonly float _height;
|
|
private readonly float _speed;
|
|
private readonly int _direction;
|
|
private readonly bool _ignoreCollision;
|
|
private readonly bool _moveOnTop;
|
|
|
|
public ObjJump() : base("editor jump")
|
|
{
|
|
EditorColor = Color.Pink * 0.5f;
|
|
}
|
|
|
|
public ObjJump(Map.Map map, int posX, int posY, int offsetX, int offsetY, int fieldWidth, int fieldHeight,
|
|
float height, float speed, int inertiaTime, bool ignoreCollision, bool moveOnTop) : base(map)
|
|
{
|
|
EntityPosition = new CPosition(posX, posY, 0);
|
|
EntitySize = new Rectangle(0, 0, fieldWidth, fieldHeight);
|
|
|
|
_offset = new Vector2(offsetX, offsetY);
|
|
_height = height;
|
|
_speed = speed;
|
|
_inertiaTime = inertiaTime;
|
|
_ignoreCollision = ignoreCollision;
|
|
_moveOnTop = moveOnTop;
|
|
|
|
_direction = AnimationHelper.GetDirection(_offset);
|
|
|
|
var box = new CBox(EntityPosition, 0, 0, fieldWidth, fieldHeight, 16);
|
|
AddComponent(PushableComponent.Index, _pushComponent = new PushableComponent(box, OnPush));
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
if (type == PushableComponent.PushType.Impact)
|
|
return false;
|
|
|
|
// we do the inertia counter stuff in the object because we ignore it while the player is running at the ObjJump
|
|
// otherwise we would collide with the object and bounce off
|
|
// the object was pushed the last frame?
|
|
if (_pushComponent.LastWaitTime >= Game1.TotalGameTimeLast)
|
|
{
|
|
_pushComponent.InertiaCounter -= Game1.DeltaTime;
|
|
_pushComponent.LastWaitTime = Game1.TotalGameTime;
|
|
}
|
|
else
|
|
{
|
|
// reset inertia counter if pushing has just begone
|
|
_pushComponent.InertiaCounter = _inertiaTime;
|
|
_pushComponent.LastWaitTime = Game1.TotalGameTime;
|
|
}
|
|
|
|
if (_pushComponent.InertiaCounter > 0 && !MapManager.ObjLink.IsDashing())
|
|
return false;
|
|
|
|
// calculate the goal position based on the offset, object position and the player position
|
|
var playerBody = MapManager.ObjLink._body;
|
|
var pushDir = AnimationHelper.GetDirection(direction);
|
|
var goalPosition = MapManager.ObjLink.EntityPosition.Position;
|
|
|
|
if (pushDir != _direction)
|
|
return false;
|
|
|
|
if (pushDir == 0)
|
|
goalPosition.X = EntityPosition.Position.X + EntitySize.Width + _offset.X - playerBody.Width / 2;
|
|
else if (pushDir == 2)
|
|
goalPosition.X = EntityPosition.Position.X + _offset.X + playerBody.Width / 2;
|
|
else if (pushDir == 1)
|
|
goalPosition.Y = EntityPosition.Position.Y + EntitySize.Height + _offset.Y;
|
|
else if (pushDir == 3)
|
|
goalPosition.Y = EntityPosition.Position.Y + _offset.Y + playerBody.Height;
|
|
|
|
if (pushDir % 2 != 0)
|
|
goalPosition.X += _offset.X;
|
|
if (pushDir % 2 == 0)
|
|
goalPosition.Y += _offset.Y;
|
|
|
|
var goalPositionZ = 0f;
|
|
|
|
// do not initiate a jump if there is something in the way
|
|
if (!_ignoreCollision || _moveOnTop)
|
|
{
|
|
var collidingBox = Box.Empty;
|
|
if (Map.Objects.Collision(
|
|
new Box(goalPosition.X + playerBody.OffsetX, goalPosition.Y + playerBody.OffsetY, 0,
|
|
playerBody.Width, playerBody.Height, 8),
|
|
Box.Empty, Values.CollisionTypes.Normal, 0, 0, ref collidingBox))
|
|
{
|
|
if (!_moveOnTop || collidingBox.Z + collidingBox.Depth > 8)
|
|
return true;
|
|
|
|
// jump on top of the colliding box
|
|
// this does only work if we only colliding with one box or all the boxes we are colliding with have the same height
|
|
goalPositionZ = collidingBox.Top;
|
|
}
|
|
}
|
|
|
|
var offsetLength = _offset.Length();
|
|
|
|
var jumpMult = 1.0f;
|
|
if (offsetLength > 16)
|
|
jumpMult += (offsetLength - 16) / 32;
|
|
if (_offset.Y < -4)
|
|
jumpMult *= 0.75f;
|
|
|
|
var speedMult = 1.0f;
|
|
if (offsetLength > 16)
|
|
speedMult = 1 - (offsetLength - 16) / 80;
|
|
|
|
MapManager.ObjLink.StartRailJump(goalPosition, jumpMult * _height, speedMult * _speed, goalPositionZ);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
} |