1 | using System; |
---|
2 | using System.Collections.Generic; |
---|
3 | using System.Linq; |
---|
4 | using System.Text; |
---|
5 | using Jypeli; |
---|
6 | using Jypeli.Controls; |
---|
7 | using MathHelper; |
---|
8 | using Rooms; |
---|
9 | using Jypeli.Assets; |
---|
10 | using Items; |
---|
11 | using Jypeli.Widgets; |
---|
12 | |
---|
13 | namespace Entity |
---|
14 | { |
---|
15 | public class Player : PhysicsObject |
---|
16 | { |
---|
17 | public const double playerWidth = 120 / 3; |
---|
18 | public const double playerHeight = 180 / 3; |
---|
19 | // private PhysicsObject head; |
---|
20 | public Vector movementVector = Vector.Zero; |
---|
21 | public bool isMoving = false; |
---|
22 | private Keyboard keyboard; |
---|
23 | public double speed = 250; |
---|
24 | private TheDungeonGame game; |
---|
25 | public Room currentRoom; |
---|
26 | public IntMeter playerHealth; |
---|
27 | private Item itemInInventory; |
---|
28 | private AssaultRifle weapon; |
---|
29 | |
---|
30 | private Angle UpAngle = Angle.FromDegrees(90); |
---|
31 | private Angle RightAngle = Angle.Zero; |
---|
32 | private Angle DownAngle = Angle.FromDegrees(270); |
---|
33 | private Angle LeftAngle = Angle.FromDegrees(180); |
---|
34 | |
---|
35 | public bool isDead = false; |
---|
36 | |
---|
37 | private Image[] walkingImages = new Image[2]; |
---|
38 | private Image idleTexture; |
---|
39 | private Animation walkingAnimation; |
---|
40 | private bool isAnimationRunning = false; |
---|
41 | |
---|
42 | public Player(TheDungeonGame game, Vector pos, Image texture) |
---|
43 | : base(playerWidth, playerHeight) |
---|
44 | { |
---|
45 | playerHealth = new IntMeter(10, 0, 50); |
---|
46 | this.game = game; |
---|
47 | keyboard = game.Keyboard; |
---|
48 | CanRotate = false; |
---|
49 | setupKeys(); |
---|
50 | idleTexture = texture; |
---|
51 | Image = idleTexture; |
---|
52 | for (int i = 0; i < walkingImages.Length; i++) |
---|
53 | { |
---|
54 | walkingImages[i] = TheDungeonGame.LoadImage("animations/player/walk" + (i + 1)); |
---|
55 | } |
---|
56 | walkingAnimation = new Animation(walkingImages); |
---|
57 | walkingAnimation.FPS = 10; |
---|
58 | Tag = "Player"; |
---|
59 | } |
---|
60 | |
---|
61 | public void setupWeapon() |
---|
62 | { |
---|
63 | weapon = new AssaultRifle(playerWidth / 3, playerHeight / 3); |
---|
64 | weapon.Top = Top; |
---|
65 | weapon.Image = null; |
---|
66 | weapon.Color = Color.Transparent; |
---|
67 | weapon.CanHitOwner = false; |
---|
68 | weapon.InfiniteAmmo = true; |
---|
69 | weapon.MaxAmmoLifetime = TimeSpan.FromSeconds(0.5); |
---|
70 | weapon.TimeBetweenUse = TimeSpan.FromSeconds(0.4); |
---|
71 | weapon.ProjectileCollision = bulletCollided; |
---|
72 | WeaponDamage = 1; |
---|
73 | Add(weapon); |
---|
74 | } |
---|
75 | |
---|
76 | public void resetValues() |
---|
77 | { |
---|
78 | playerHealth = new IntMeter(10, 0, 50); |
---|
79 | WeaponDamage = 1; |
---|
80 | WeaponSpeed = TimeSpan.FromSeconds(0.4); |
---|
81 | BulletLife = TimeSpan.FromSeconds(0.5); |
---|
82 | isDead = false; |
---|
83 | Animation = null; |
---|
84 | isAnimationRunning = false; |
---|
85 | Image = idleTexture; |
---|
86 | } |
---|
87 | |
---|
88 | private void setupKeys() |
---|
89 | { |
---|
90 | keyboard.Listen(Key.W, ButtonState.Down, move, "Move Up", new Vector(0, speed)); |
---|
91 | keyboard.Listen(Key.A, ButtonState.Down, move, "Move Left", new Vector(-speed, 0)); |
---|
92 | keyboard.Listen(Key.S, ButtonState.Down, move, "Move Down", new Vector(0, -speed)); |
---|
93 | keyboard.Listen(Key.D, ButtonState.Down, move, "Move Right", new Vector(speed, 0)); |
---|
94 | |
---|
95 | keyboard.Listen(Key.W, ButtonState.Released, removeMovement, null, new Vector(0, speed)); |
---|
96 | keyboard.Listen(Key.A, ButtonState.Released, removeMovement, null, new Vector(-speed, 0)); |
---|
97 | keyboard.Listen(Key.S, ButtonState.Released, removeMovement, null, new Vector(0, -speed)); |
---|
98 | keyboard.Listen(Key.D, ButtonState.Released, removeMovement, null, new Vector(speed, 0)); |
---|
99 | |
---|
100 | keyboard.Listen(Key.Up, ButtonState.Down, shootAmmo, "Shoot up", UpAngle); |
---|
101 | keyboard.Listen(Key.Down, ButtonState.Down, shootAmmo, "Shoot up", DownAngle); |
---|
102 | keyboard.Listen(Key.Right, ButtonState.Down, shootAmmo, "Shoot up", RightAngle); |
---|
103 | keyboard.Listen(Key.Left, ButtonState.Down, shootAmmo, "Shoot up", LeftAngle); |
---|
104 | |
---|
105 | // keyboard.Listen(Key.Space, ButtonState.Pressed, useItemInInventory, "Use Item"); |
---|
106 | } |
---|
107 | |
---|
108 | private void bulletCollided(PhysicsObject collidingObject, PhysicsObject targetObject) |
---|
109 | { |
---|
110 | collidingObject.IsVisible = true; |
---|
111 | if (targetObject.Tag.Equals("Enemy")) |
---|
112 | { |
---|
113 | EntityBase entity = (EntityBase)targetObject; |
---|
114 | if (entity.hit(WeaponDamage)) |
---|
115 | currentRoom.EntityAmount--; |
---|
116 | collidingObject.Destroy(); |
---|
117 | } |
---|
118 | else if (targetObject.Tag.Equals("Wall") || targetObject.Tag.Equals("ObjectRock") || targetObject.Tag.Equals("Item")) |
---|
119 | collidingObject.Destroy(); |
---|
120 | } |
---|
121 | |
---|
122 | public void hit(int damage) |
---|
123 | { |
---|
124 | playerHealth.Value -= damage; |
---|
125 | if (playerHealth.Value <= 0) |
---|
126 | { |
---|
127 | showLostScreen(); |
---|
128 | } |
---|
129 | |
---|
130 | } |
---|
131 | |
---|
132 | public void showLostScreen() |
---|
133 | { |
---|
134 | if (isDead) return; |
---|
135 | isDead = true; |
---|
136 | string[] buttonNames = {"Retry", "Exit Game"}; |
---|
137 | keyboard.DisableAll(); |
---|
138 | MultiSelectWindow lostWindow = new MultiSelectWindow("Oh noes! You appear to be dead! \nBut, you can always start a new journey...", buttonNames); |
---|
139 | lostWindow.AddItemHandler(0, game.restartGame); |
---|
140 | lostWindow.AddItemHandler(1, game.Exit); |
---|
141 | game.Add(lostWindow); |
---|
142 | } |
---|
143 | |
---|
144 | public TimeSpan WeaponSpeed |
---|
145 | { |
---|
146 | get |
---|
147 | { |
---|
148 | return weapon.TimeBetweenUse; |
---|
149 | } |
---|
150 | set |
---|
151 | { |
---|
152 | weapon.TimeBetweenUse = value; |
---|
153 | } |
---|
154 | } |
---|
155 | |
---|
156 | public TimeSpan BulletLife |
---|
157 | { |
---|
158 | get |
---|
159 | { |
---|
160 | return weapon.MaxAmmoLifetime; |
---|
161 | } |
---|
162 | set |
---|
163 | { |
---|
164 | weapon.MaxAmmoLifetime = value; |
---|
165 | } |
---|
166 | } |
---|
167 | |
---|
168 | public int WeaponDamage |
---|
169 | { |
---|
170 | get; |
---|
171 | set; |
---|
172 | } |
---|
173 | |
---|
174 | private void shootAmmo(Angle angle) |
---|
175 | { |
---|
176 | weapon.Angle = angle; |
---|
177 | PhysicsObject bullet = weapon.Shoot(); |
---|
178 | if (bullet != null) |
---|
179 | bullet.IsVisible = true; |
---|
180 | } |
---|
181 | |
---|
182 | private void useItemInInventory() |
---|
183 | { |
---|
184 | if (itemInInventory == null) return; |
---|
185 | itemInInventory.useItem(game); |
---|
186 | updateGuiImage(); |
---|
187 | } |
---|
188 | |
---|
189 | public Item ItemInInventory |
---|
190 | { |
---|
191 | get |
---|
192 | { |
---|
193 | return itemInInventory; |
---|
194 | } |
---|
195 | set |
---|
196 | { |
---|
197 | itemInInventory = value; |
---|
198 | } |
---|
199 | } |
---|
200 | |
---|
201 | public void updateGuiImage() |
---|
202 | { |
---|
203 | game.gui.setInventoryImage(itemInInventory); |
---|
204 | } |
---|
205 | |
---|
206 | public void performCollision(PhysicsObject player, PhysicsObject target) |
---|
207 | { |
---|
208 | Room room; |
---|
209 | if (target.Tag.Equals(RoomDirection.North) || target.Tag.Equals(RoomDirection.East) || target.Tag.Equals(RoomDirection.South) || target.Tag.Equals(RoomDirection.West)) |
---|
210 | { |
---|
211 | ObjectDoor door = (ObjectDoor)target; |
---|
212 | if (door != null && door.IsLocked) return; |
---|
213 | } |
---|
214 | |
---|
215 | if (target.Tag.Equals(RoomDirection.North)) |
---|
216 | { |
---|
217 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.North)); |
---|
218 | game.moveToRoom(room, RoomDirection.North); |
---|
219 | currentRoom = room; |
---|
220 | } |
---|
221 | else if (target.Tag.Equals(RoomDirection.East)) |
---|
222 | { |
---|
223 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.East)); |
---|
224 | game.moveToRoom(room, RoomDirection.East); |
---|
225 | currentRoom = room; |
---|
226 | } |
---|
227 | else if (target.Tag.Equals(RoomDirection.South)) |
---|
228 | { |
---|
229 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.South)); |
---|
230 | game.moveToRoom(room, RoomDirection.South); |
---|
231 | currentRoom = room; |
---|
232 | } |
---|
233 | else if (target.Tag.Equals(RoomDirection.West)) |
---|
234 | { |
---|
235 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.West)); |
---|
236 | game.moveToRoom(room, RoomDirection.West); |
---|
237 | currentRoom = room; |
---|
238 | } |
---|
239 | } |
---|
240 | |
---|
241 | public void handleItemPickup(IPhysicsObject player, IPhysicsObject item) |
---|
242 | { |
---|
243 | ItemEntity itemEnt = (ItemEntity)item; |
---|
244 | itemEnt.bindedItem.onPickup(this); |
---|
245 | item.Destroy(); |
---|
246 | } |
---|
247 | |
---|
248 | public override void Update(Time time) |
---|
249 | { |
---|
250 | if (!isMoving) |
---|
251 | { |
---|
252 | movementVector = Vector.Zero; |
---|
253 | Stop(); |
---|
254 | |
---|
255 | } |
---|
256 | |
---|
257 | isMoving = false; |
---|
258 | |
---|
259 | if (currentRoom.EntityAmount == 0) |
---|
260 | { |
---|
261 | for(int i = 0; i < 4; i++) |
---|
262 | { |
---|
263 | if (currentRoom.doors[i] == null) continue; |
---|
264 | currentRoom.doors[i].IsLocked = false; |
---|
265 | currentRoom.setDoorTexture(game.objectTextures[1], i); |
---|
266 | } |
---|
267 | } |
---|
268 | else |
---|
269 | { |
---|
270 | for (int i = 0; i < 4; i++) |
---|
271 | { |
---|
272 | if (currentRoom.doors[i] == null) continue; |
---|
273 | currentRoom.doors[i].IsLocked = true; |
---|
274 | currentRoom.setDoorTexture(game.objectTextures[0], i); |
---|
275 | } |
---|
276 | } |
---|
277 | |
---|
278 | |
---|
279 | base.Update(time); |
---|
280 | } |
---|
281 | |
---|
282 | public void move(Vector vec) |
---|
283 | { |
---|
284 | if (vec.X != 0) |
---|
285 | movementVector.X = vec.X; |
---|
286 | if (vec.Y != 0) |
---|
287 | movementVector.Y = vec.Y; |
---|
288 | if (!isAnimationRunning) |
---|
289 | { |
---|
290 | Animation = walkingAnimation; |
---|
291 | Animation.Start(); |
---|
292 | isAnimationRunning = true; |
---|
293 | } |
---|
294 | Move(movementVector); |
---|
295 | isMoving = true; |
---|
296 | } |
---|
297 | |
---|
298 | public void removeMovement(Vector vec) |
---|
299 | { |
---|
300 | movementVector = VecMath.sub(movementVector, vec); |
---|
301 | Animation = null; |
---|
302 | isAnimationRunning = false; |
---|
303 | Image = idleTexture; |
---|
304 | } |
---|
305 | } |
---|
306 | } |
---|