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

62 lines
2.5 KiB
C#

using System.Collections.Generic;
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.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjRollBandEdge : GameObject
{
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly Box _itemDetectionBox;
private Box _collisionBox;
public ObjRollBandEdge(Map.Map map, int posX, int posY) : base(map)
{
SprEditorImage = Resources.SprWhite;
EditorIconSource = new Rectangle(0, 0, 16, 16);
EditorColor = Color.Sienna * 0.5f;
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 8);
_collisionBox = new Box(posX, posY, 0, 16, 8, 8);
_itemDetectionBox = new Box(posX, posY, 0, 16, 10, 8);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(CollisionComponent.Index, new CollisionComponent(Collision));
}
public void Update()
{
// get and move the components colliding with the rollband
_collidingObjects.Clear();
Map.Objects.GetComponentList(_collidingObjects,
(int)_itemDetectionBox.Left, (int)_itemDetectionBox.Back, (int)_itemDetectionBox.Width, (int)_itemDetectionBox.Height, BodyComponent.Mask);
foreach (var gameObject in _collidingObjects)
{
var gameObjectBody = ((BodyComponent)gameObject.Components[BodyComponent.Index]);
if (_itemDetectionBox.Contains(gameObjectBody.BodyBox.Box))
{
// stop moving and fall from the edge
gameObjectBody.AdditionalMovementVT = Vector2.Zero;
gameObjectBody.Position.Set(new Vector3(
gameObjectBody.Position.X, EntityPosition.Y + gameObjectBody.Height + 8, (EntityPosition.Y + gameObjectBody.Height + 8) - gameObjectBody.Position.Y));
}
}
}
private bool Collision(Box box, int dir, int level, ref Box collidingBox)
{
if (dir != 1 || !_collisionBox.Intersects(box)) return false;
collidingBox = _collisionBox;
return true;
}
}
}