1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using System.Text; |
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5 | using Jypeli; |
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6 | using Jypeli.Controls; |
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7 | using MathHelper; |
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8 | using Rooms; |
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9 | using Jypeli.Assets; |
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10 | using Items; |
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11 | |
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12 | namespace Entity |
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13 | { |
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14 | public class Player : PhysicsObject |
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15 | { |
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16 | public const double playerWidth = 120/3; |
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17 | public const double playerHeight = 180/3; |
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18 | // private PhysicsObject head; |
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19 | public Vector movementVector = Vector.Zero; |
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20 | public bool isMoving = false; |
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21 | private Keyboard keyboard; |
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22 | public double speed = 200; |
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23 | private TheDungeonGame game; |
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24 | public Room currentRoom; |
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25 | public IntMeter playerHealth = new IntMeter(5, 0, 30); |
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26 | private Item itemInInventory; |
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27 | |
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28 | public Player(TheDungeonGame game, Vector pos, Image texture) |
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29 | : base(playerWidth, playerHeight) |
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30 | { |
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31 | this.game = game; |
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32 | keyboard = game.Keyboard; |
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33 | CanRotate = false; |
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34 | setupKeys(); |
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35 | Image = texture; |
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36 | itemInInventory = new TestItem(TheDungeonGame.LoadImage("items/testItem"), "Test Item", false); |
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37 | } |
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38 | |
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39 | private void setupKeys() |
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40 | { |
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41 | keyboard.Listen(Key.W, ButtonState.Down, move, "Move Up", new Vector(0, speed)); |
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42 | keyboard.Listen(Key.A, ButtonState.Down, move, "Move Left", new Vector(-speed, 0)); |
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43 | keyboard.Listen(Key.S, ButtonState.Down, move, "Move Down", new Vector(0, -speed)); |
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44 | keyboard.Listen(Key.D, ButtonState.Down, move, "Move Right", new Vector(speed, 0)); |
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45 | |
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46 | keyboard.Listen(Key.W, ButtonState.Released, removeMovement, null, new Vector(0, speed)); |
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47 | keyboard.Listen(Key.A, ButtonState.Released, removeMovement, null, new Vector(-speed, 0)); |
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48 | keyboard.Listen(Key.S, ButtonState.Released, removeMovement, null, new Vector(0, -speed)); |
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49 | keyboard.Listen(Key.D, ButtonState.Released, removeMovement, null, new Vector(speed, 0)); |
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50 | keyboard.Listen(Key.Space, ButtonState.Pressed, useItemInInventory, "Use Item"); |
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51 | } |
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52 | |
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53 | private void useItemInInventory() |
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54 | { |
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55 | if (itemInInventory == null) return; |
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56 | itemInInventory.useItem(game); |
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57 | updateGuiImage(); |
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58 | } |
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59 | |
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60 | public Item ItemInInventory |
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61 | { |
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62 | get |
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63 | { |
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64 | return itemInInventory; |
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65 | } |
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66 | set |
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67 | { |
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68 | itemInInventory = value; |
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69 | } |
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70 | } |
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71 | |
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72 | public void updateGuiImage() |
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73 | { |
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74 | game.gui.setInventoryImage(itemInInventory); |
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75 | } |
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76 | |
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77 | public void performCollision(PhysicsObject player, PhysicsObject target) |
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78 | { |
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79 | Room room; |
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80 | if (target.Tag.Equals(RoomDirection.North)) |
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81 | { |
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82 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.North)); |
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83 | game.moveToRoom(room, RoomDirection.North); |
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84 | currentRoom = room; |
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85 | }else |
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86 | if(target.Tag.Equals(RoomDirection.East)) |
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87 | { |
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88 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.East)); |
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89 | game.moveToRoom(room, RoomDirection.East); |
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90 | currentRoom = room; |
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91 | } |
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92 | else |
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93 | if(target.Tag.Equals(RoomDirection.South)) |
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94 | { |
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95 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.South)); |
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96 | game.moveToRoom(room, RoomDirection.South); |
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97 | currentRoom = room; |
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98 | } |
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99 | else |
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100 | if(target.Tag.Equals(RoomDirection.West)) |
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101 | { |
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102 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.West)); |
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103 | game.moveToRoom(room, RoomDirection.West); |
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104 | currentRoom = room; |
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105 | } |
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106 | } |
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107 | |
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108 | public void handleItemPickup(IPhysicsObject player, IPhysicsObject item) |
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109 | { |
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110 | ItemEntity itemEnt = (ItemEntity)item; |
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111 | itemEnt.bindedItem.onPickup(this); |
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112 | item.Destroy(); |
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113 | } |
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114 | |
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115 | public override void Update(Time time) |
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116 | { |
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117 | if (!isMoving) |
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118 | { |
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119 | movementVector = Vector.Zero; |
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120 | Stop(); |
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121 | } |
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122 | |
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123 | isMoving = false; |
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124 | |
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125 | base.Update(time); |
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126 | } |
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127 | |
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128 | public void move(Vector vec) |
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129 | { |
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130 | if (vec.X != 0) |
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131 | movementVector.X = vec.X; |
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132 | if (vec.Y != 0) |
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133 | movementVector.Y = vec.Y; |
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134 | |
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135 | Move(movementVector); |
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136 | isMoving = true; |
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137 | } |
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138 | |
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139 | public void removeMovement(Vector vec) |
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140 | { |
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141 | movementVector = VecMath.sub(movementVector, vec); |
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142 | } |
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143 | } |
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144 | } |
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