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

276 lines
11 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.GameObjects.Base.Components.AI;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
using System;
namespace ProjectZ.InGame.GameObjects.Things
{
public class ObjRaft : GameObject
{
public readonly BodyComponent Body;
private readonly Animator _animator;
private readonly AiComponent _aiComponent;
//private readonly CRectangle _collisionRectangle;
private Vector2 _startPosition;
private Vector2 _targetPosition;
private float _jumpMoveTime;
private float _jumpTime;
private float _jumpCounter;
private bool _isActive;
private bool _wasColliding;
private bool _wasMoved;
public ObjRaft() : base("raft") { }
public ObjRaft(Map.Map map, int posX, int posY, string strActivationKey) : base(map)
{
if (!string.IsNullOrEmpty(strActivationKey))
{
var activationValue = Game1.GameManager.SaveManager.GetString(strActivationKey);
if (activationValue != null && activationValue == "1")
_isActive = true;
}
var offsetY = -5;
EntityPosition = new CPosition(posX + 8, posY + 16 + offsetY + (_isActive ? 16 : 0), 0);
EntitySize = new Rectangle(-8, -16 - offsetY, 16, 16);
//_collisionRectangle = new CRectangle(EntityPosition, new Rectangle(-4, -offsetY - 6, 8, 4));
Body = new BodyComponent(EntityPosition, -4, -offsetY - 14, 8, 10, 8)
{
IsActive = false,
IgnoreHeight = true,
IgnoreHoles = true,
IsSlider = true,
Gravity = -0.2f,
MoveCollision = OnMoveCollision,
CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.RaftExit,
};
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", new AiState(UpdateIdle));
_aiComponent.States.Add("moving", new AiState(UpdateMoving));
_aiComponent.ChangeState("idle");
_animator = AnimatorSaveLoad.LoadAnimator("Objects/raft");
_animator.Play(_isActive ? "water" : "idle");
var _sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -offsetY - 15));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BodyComponent.Index, Body);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerBottom));
AddComponent(CollisionComponent.Index,
new BoxCollisionComponent(new CBox(EntityPosition, -8, -16 - offsetY, -8, 16, 16, 8), Values.CollisionTypes.Normal));
if (!_isActive)
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(
new CBox(EntityPosition, -8, -offsetY - 1, 16, 1, 8), Values.CollisionTypes.Normal | Values.CollisionTypes.ThrowWeaponIgnore));
}
public override void Init()
{
if (_isActive)
ToggleWater();
}
// toggle the water field state
private void ToggleWater()
{
var fieldX = (int)EntityPosition.X / 16;
var fieldY = (int)EntityPosition.Y / 16;
var oldState = Map.GetFieldState(fieldX, fieldY);
Map.SetFieldState(fieldX, fieldY, oldState ^ MapStates.FieldStates.DeepWater);
}
private void OnMoveCollision(Values.BodyCollision collision)
{
// align with the raft exit
var offset = Vector2.Zero;
if ((collision & Values.BodyCollision.Left) != 0)
offset.X -= 1;
if ((collision & Values.BodyCollision.Right) != 0)
offset.X += 1;
if ((collision & Values.BodyCollision.Top) != 0)
offset.Y -= 1;
if ((collision & Values.BodyCollision.Bottom) != 0)
offset.Y += 1;
var box = Body.BodyBox.Box;
box.X += offset.X;
box.Y += offset.Y;
var outBox = Box.Empty;
Map.Objects.Collision(box, box, Values.CollisionTypes.RaftExit, 0, 0, ref outBox);
if (outBox != Box.Empty)
{
var exitCenter = outBox.Center;
var direction = exitCenter - EntityPosition.Position;
var alignSpeed = 0.5f * Game1.TimeMultiplier;
var maxAlignDist = 6;
// align horizontally or vertically
if ((collision & Values.BodyCollision.Vertical) != 0)
{
Body.AdditionalMovementVT = Vector2.Zero;
Body.LastAdditionalMovementVT = Vector2.Zero;
if (alignSpeed < Math.Abs(direction.X) && Math.Abs(direction.X) < maxAlignDist)
Body.SlideOffset.X = Math.Sign(direction.X) * alignSpeed;
else if (Math.Abs(direction.X) < maxAlignDist)
{
EntityPosition.Set(new Vector2(exitCenter.X, EntityPosition.Y));
ExitRaft();
}
}
else if ((collision & Values.BodyCollision.Horizontal) != 0)
{
Body.AdditionalMovementVT = Vector2.Zero;
Body.LastAdditionalMovementVT = Vector2.Zero;
if (alignSpeed < Math.Abs(direction.Y) && Math.Abs(direction.Y) < maxAlignDist)
Body.SlideOffset.Y = Math.Sign(direction.Y) * alignSpeed;
else if (Math.Abs(direction.Y) < maxAlignDist)
{
EntityPosition.Set(new Vector2(EntityPosition.X, exitCenter.Y));
ExitRaft();
}
}
}
}
public void TargetVelocity(Vector2 direction)
{
var targetDir = direction - Body.VelocityTarget;
if (targetDir.Length() > 0.1f * Game1.TimeMultiplier)
{
targetDir.Normalize();
Body.VelocityTarget += targetDir * 0.1f * Game1.TimeMultiplier;
}
else
{
Body.VelocityTarget = direction;
}
_wasMoved = true;
}
public void Jump(Vector2 targetPosition, int time)
{
targetPosition.Y -= 7;
_startPosition = EntityPosition.Position;
_targetPosition = targetPosition;
var percentage = (targetPosition.Y - _startPosition.Y) / 80;
_jumpMoveTime = 150;// * percentage;
_jumpTime = 1000 * percentage;
_jumpCounter = 0;
Body.IsActive = false;
Body.VelocityTarget = Vector2.Zero;
MapManager.ObjLink._body.IsGrounded = false;
MapManager.ObjLink._body.IsActive = false;
}
private void UpdateIdle()
{
var distance = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y + 1);
var isColliding = Math.Abs(distance.X) <= 3 && Math.Abs(distance.Y) <= 1;
if (_isActive && isColliding && !_wasColliding && MapManager.ObjLink.IsGrounded())
EnterRaft();
_wasColliding = isColliding;
}
private void UpdateMoving()
{
if (!_wasMoved)
TargetVelocity(Vector2.Zero);
_wasMoved = false;
// jump
if (_jumpTime > 0)
{
var lastJumpCounter = _jumpCounter;
_jumpCounter += Game1.DeltaTime;
// finished jumping?
if (MapManager.ObjLink._body.IsGrounded || _jumpCounter > _jumpTime)
{
_jumpTime = 0;
EntityPosition.Set(_targetPosition);
Map.CameraTarget = null;
}
else
{
var percentage = MathHelper.Clamp(_jumpCounter / _jumpMoveTime, 0, 1);
if (_jumpCounter <= _jumpMoveTime)
{
var percentageHeight = _jumpCounter / _jumpMoveTime;
var posZ = MathF.Sin(percentageHeight * MathF.PI * 0.5f);
EntityPosition.Z = posZ * 12 + percentage * (_targetPosition.Y - _startPosition.Y);
MapManager.ObjLink.EntityPosition.Z = posZ * 16 + percentage * (_targetPosition.Y - _startPosition.Y);
}
else if (lastJumpCounter <= _jumpMoveTime)
{
MapManager.ObjLink._body.IsActive = true;
Body.IsActive = true;
}
Map.CameraTarget = new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y - MapManager.ObjLink.EntityPosition.Z);
var newPosition = Vector2.Lerp(_startPosition, _targetPosition, percentage);
EntityPosition.Set(newPosition);
}
}
}
private void EnterRaft()
{
ToggleWater();
Body.IsActive = true;
Body.VelocityTarget = Vector2.Zero;
_aiComponent.ChangeState("moving");
EntityPosition.AddPositionListener(typeof(ObjRaft), OnPositionChange);
((DrawComponent)Components[DrawComponent.Index]).Layer = Values.LayerPlayer;
MapManager.ObjLink.StartRaftRiding(this);
}
private void ExitRaft()
{
ToggleWater();
Body.IsActive = false;
Body.VelocityTarget = Vector2.Zero;
_aiComponent.ChangeState("idle");
EntityPosition.RemovePositionListener(typeof(ObjRaft));
((DrawComponent)Components[DrawComponent.Index]).Layer = Values.LayerBottom;
MapManager.ObjLink.ExitRaft();
}
private void OnPositionChange(CPosition newPosition)
{
MapManager.ObjLink.SetPosition(new Vector2(newPosition.X, newPosition.Y + 1));
}
}
}