mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
83 lines
3.4 KiB
C#
83 lines
3.4 KiB
C#
using System.Collections.Generic;
|
|
using Microsoft.Xna.Framework;
|
|
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.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Things
|
|
{
|
|
internal class ObjLeverStone : GameObject
|
|
{
|
|
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
|
|
private readonly CBox _box;
|
|
|
|
private readonly Vector2 _startPosition;
|
|
private readonly Vector2 _endPosition;
|
|
|
|
private readonly int _direction;
|
|
|
|
public ObjLeverStone() : base("movestone_0") { }
|
|
|
|
public ObjLeverStone(Map.Map map, int posX, int posY, int direction) : base(map)
|
|
{
|
|
EntityPosition = new CPosition(posX, posY, 0);
|
|
EntitySize = new Rectangle(0, 0, 16, 16);
|
|
|
|
_direction = direction;
|
|
|
|
_startPosition = new Vector2(posX, posY);
|
|
_endPosition = new Vector2(posX, posY) + AnimationHelper.DirectionOffset[direction] * 16;
|
|
|
|
_box = new CBox(EntityPosition, 0, 0, 0, 16, 16, 8);
|
|
|
|
// does not deal damage in the real game
|
|
var damageBox = new CBox(EntityPosition, 1, 1, 0, 14, 14, 8);
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Object, 2));
|
|
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(_box, Values.CollisionTypes.Normal));
|
|
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
|
|
AddComponent(DrawComponent.Index, new DrawSpriteComponent("movestone_0", EntityPosition, Vector2.Zero, Values.LayerBottom));
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
UpdatePosition(ObjPullLever.LeverState);
|
|
}
|
|
|
|
private void UpdatePosition(float amount)
|
|
{
|
|
var lastBox = _box.Box;
|
|
|
|
EntityPosition.Set(Vector2.Lerp(_startPosition, _endPosition, amount));
|
|
|
|
// @HACK: this kind of stuff should be inside the movement system
|
|
|
|
// check for colliding bodies and push them forward
|
|
_collidingObjects.Clear();
|
|
Map.Objects.GetComponentList(_collidingObjects,
|
|
(int)EntityPosition.Position.X - 1, (int)EntityPosition.Position.Y - 1, 18, 18, BodyComponent.Mask);
|
|
|
|
foreach (var collidingObject in _collidingObjects)
|
|
{
|
|
var body = (BodyComponent)collidingObject.Components[BodyComponent.Index];
|
|
|
|
if (body.BodyBox.Box.Intersects(_box.Box) && !body.BodyBox.Box.Intersects(lastBox))
|
|
{
|
|
var offset = Vector2.Zero;
|
|
if (_direction == 2)
|
|
offset.X = _box.Box.Left - body.BodyBox.Box.Right - 0.05f;
|
|
else if (_direction == 0)
|
|
offset.X = _box.Box.Right - body.BodyBox.Box.Left + 0.05f;
|
|
else if (_direction == 3)
|
|
offset.Y = _box.Box.Back - body.BodyBox.Box.Front - 0.05f;
|
|
else if (_direction == 1)
|
|
offset.Y = _box.Box.Front - body.BodyBox.Box.Back + 0.05f;
|
|
|
|
SystemBody.MoveBody(body, offset, body.CollisionTypes, false, false, false);
|
|
body.Position.NotifyListeners();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |