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75 lines
3 KiB
C#
75 lines
3 KiB
C#
using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.Base;
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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.Things;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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class ObjRollBand : GameObject
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{
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private readonly List<GameObject> _collidingObjects = new List<GameObject>();
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private readonly Box _collisionBox;
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private readonly Rectangle _sourceRectangle;
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private readonly Vector2 _vecRollBand;
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private readonly Point _drawPosition;
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private readonly float _direction;
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private int _animationCount;
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private int _animationSpeed = 100;
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public ObjRollBand() : base("rollband_0") { }
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public ObjRollBand(Map.Map map, int posX, int posY, int direction) : base(map)
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{
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_sourceRectangle = Resources.SourceRectangle("rollband_0");
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(0, 0, 16, 16);
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_drawPosition.X = posX + 8;
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_drawPosition.Y = posY + 8;
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_direction = (float)(direction * Math.PI / 2f);
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_vecRollBand = AnimationHelper.DirectionOffset[(direction + 3) % 4] * 0.25f;// 10.0f / 60.0f; // 10 pixels/second
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_collisionBox = new Box(posX + 3, posY + 3, 0, 10, 10, 8);
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBottom, EntityPosition));
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}
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public void Update()
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{
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_animationCount = ((int)(Game1.TotalGameTime) % (16 * _animationSpeed)) / _animationSpeed;
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// get and move the components colliding with the rollband
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_collidingObjects.Clear();
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Map.Objects.GetComponentList(_collidingObjects,
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(int)_collisionBox.Left, (int)_collisionBox.Back, (int)_collisionBox.Width, (int)_collisionBox.Height, BodyComponent.Mask);
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foreach (var gameObject in _collidingObjects)
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{
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var gameObjectBody = ((BodyComponent)gameObject.Components[BodyComponent.Index]);
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if (_collisionBox.Contains(gameObjectBody.BodyBox.Box))
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gameObjectBody.AdditionalMovementVT = _vecRollBand;
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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var sourceY = -_animationCount % 16;
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spriteBatch.Draw(Resources.SprObjects, new Rectangle(
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_drawPosition.X, _drawPosition.Y, _sourceRectangle.Width, _sourceRectangle.Height),
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new Rectangle(_sourceRectangle.X, _sourceRectangle.Y + sourceY, _sourceRectangle.Width, _sourceRectangle.Height),
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Color.White, _direction, new Vector2(8, 8), SpriteEffects.None, 0);
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}
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}
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}
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