mirror of
https://github.com/Phantop/LADXHD.git
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111 lines
3.5 KiB
C#
111 lines
3.5 KiB
C#
using Microsoft.Xna.Framework;
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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.Map;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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internal class ObjKeyhole : GameObject
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{
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private readonly string _itemName;
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private readonly string _outputKey;
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private readonly string _strDialog;
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private readonly int _shakeTime = 2250;
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private readonly int _openTime = 2800;
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private float _counter;
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private bool _isOpening;
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private bool _isPushed;
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private bool _wasPushed;
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private bool _rumbling;
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public ObjKeyhole() : base("keyhole_block") { }
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public ObjKeyhole(Map.Map map, int posX, int posY, string itemName, string outputKey, string strDialog) : base(map)
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{
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_itemName = itemName;
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_outputKey = outputKey;
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_strDialog = strDialog;
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// check if the lock was already activated
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if (_itemName == null || string.IsNullOrEmpty(_outputKey) ||
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Game1.GameManager.SaveManager.GetString(_outputKey) == "1")
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IsDead = true;
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(PushableComponent.Index, new PushableComponent(new CBox(posX + 3, posY + 8, 0, 10, 8, 8), OnPush) { InertiaTime = 75 });
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
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{
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// check if the player has the key to open the door
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if (pushType == PushableComponent.PushType.Impact || _isOpening || direction.Y >= 0)
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return false;
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_isPushed = true;
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if (Game1.GameManager.GetItem(_itemName) == null)
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{
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// make sure to only show the dialog the first time while being pushed and after stopping to push
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if (!_wasPushed)
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Game1.GameManager.StartDialogPath(_strDialog);
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return false;
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}
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Open();
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return true;
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}
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private void Open()
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{
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_isOpening = true;
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Game1.GbsPlayer.Pause();
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// key sound
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Game1.GameManager.PlaySoundEffect("D378-04-04");
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}
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private void Update()
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{
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_wasPushed = _isPushed;
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_isPushed = false;
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if (!_isOpening)
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return;
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MapManager.ObjLink.FreezePlayer();
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_counter += Game1.DeltaTime;
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if (!_rumbling && _counter > 500)
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{
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_rumbling = true;
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// dungeon one sound
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Game1.GameManager.PlaySoundEffect("D378-42-2A");
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// rumble sound; maybe used for other dungeons?
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//Game1.GameManager.PlaySoundEffect("D378-29-1D");
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//Game1.GameManager.PlaySoundEffect("D378-46-2E");
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// shake the screen
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Game1.GameManager.ShakeScreen(_shakeTime, 2, 1, 5.0f, 2.25f);
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}
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if (_counter <= _openTime)
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return;
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// set the key and open the gate
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Game1.GameManager.SaveManager.SetString(_outputKey, "1");
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Map.Objects.DeleteObjects.Add(this);
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Game1.GbsPlayer.Resume();
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}
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}
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} |