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 | using Jypeli.Widgets; |
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12 | |
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13 | namespace Entity |
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14 | { |
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15 | public class Player : PhysicsObject |
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16 | { |
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17 | public const double playerWidth = 120 / 3; |
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18 | public const double playerHeight = 180 / 3; |
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19 | // private PhysicsObject head; |
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20 | public Vector movementVector = Vector.Zero; |
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21 | public bool isMoving = false; |
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22 | private Keyboard keyboard; |
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23 | public double speed = 250; |
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24 | private TheDungeonGame game; |
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25 | public Room currentRoom; |
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26 | public IntMeter playerHealth; |
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27 | private Item itemInInventory; |
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28 | private AssaultRifle weapon; |
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29 | private int damage; |
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30 | |
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31 | private Angle UpAngle = Angle.FromDegrees(90); |
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32 | private Angle RightAngle = Angle.Zero; |
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33 | private Angle DownAngle = Angle.FromDegrees(270); |
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34 | private Angle LeftAngle = Angle.FromDegrees(180); |
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35 | |
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36 | public bool isDead = false; |
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37 | |
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38 | private Image[] walkingImages = new Image[2]; |
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39 | private Image idleTexture; |
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40 | private Animation walkingAnimation; |
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41 | private bool isAnimationRunning = false; |
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42 | |
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43 | public DoubleMeter weaponSpeedMeter, bulletLifeMeter; |
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44 | public IntMeter weaponDamageMeter; |
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45 | |
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46 | private SoundEffect hitSound = TheDungeonGame.LoadSoundEffect("sound/robot_hit"); |
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47 | |
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48 | public Player(TheDungeonGame game, Vector pos) |
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49 | : base(playerWidth, playerHeight) |
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50 | { |
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51 | |
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52 | this.game = game; |
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53 | keyboard = game.Keyboard; |
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54 | CanRotate = false; |
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55 | setupKeys(); |
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56 | idleTexture = TheDungeonGame.LoadImage("animations/player/idle"); |
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57 | Image = idleTexture; |
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58 | for (int i = 0; i < walkingImages.Length; i++) |
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59 | { |
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60 | walkingImages[i] = TheDungeonGame.LoadImage("animations/player/walk" + (i + 1)); |
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61 | } |
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62 | walkingAnimation = new Animation(walkingImages); |
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63 | walkingAnimation.FPS = 10; |
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64 | Tag = "Player"; |
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65 | |
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66 | playerHealth = new IntMeter(10, 0, 50); |
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67 | } |
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68 | |
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69 | public void setupWeapon() |
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70 | { |
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71 | weaponDamageMeter = new IntMeter(0, 0, 4); |
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72 | weaponSpeedMeter = new DoubleMeter(0, 0.01, 2.0); |
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73 | bulletLifeMeter = new DoubleMeter(0, 0.01, 2.0); |
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74 | |
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75 | weapon = new AssaultRifle(playerWidth / 3, playerHeight / 3); |
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76 | weapon.Top = Top; |
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77 | weapon.Image = null; |
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78 | weapon.Color = Color.Transparent; |
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79 | weapon.CanHitOwner = false; |
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80 | weapon.InfiniteAmmo = true; |
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81 | weapon.MaxAmmoLifetime = TimeSpan.FromSeconds(0.5); |
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82 | weapon.TimeBetweenUse = TimeSpan.FromSeconds(0.4); |
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83 | weapon.ProjectileCollision = bulletCollided; |
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84 | WeaponDamage = 1; |
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85 | WeaponSpeed = weapon.TimeBetweenUse; |
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86 | BulletLife = weapon.MaxAmmoLifetime; |
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87 | Add(weapon); |
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88 | |
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89 | } |
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90 | |
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91 | public void resetValues() |
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92 | { |
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93 | playerHealth = new IntMeter(10, 0, 50); |
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94 | WeaponDamage = 1; |
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95 | WeaponSpeed = TimeSpan.FromSeconds(0.4); |
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96 | BulletLife = TimeSpan.FromSeconds(0.5); |
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97 | isDead = false; |
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98 | Animation = null; |
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99 | isAnimationRunning = false; |
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100 | Image = idleTexture; |
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101 | } |
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102 | |
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103 | private void setupKeys() |
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104 | { |
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105 | keyboard.Listen(Key.W, ButtonState.Down, move, "Move Up", new Vector(0, speed)); |
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106 | keyboard.Listen(Key.A, ButtonState.Down, move, "Move Left", new Vector(-speed, 0)); |
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107 | keyboard.Listen(Key.S, ButtonState.Down, move, "Move Down", new Vector(0, -speed)); |
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108 | keyboard.Listen(Key.D, ButtonState.Down, move, "Move Right", new Vector(speed, 0)); |
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109 | |
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110 | keyboard.Listen(Key.W, ButtonState.Released, removeMovement, null, new Vector(0, speed)); |
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111 | keyboard.Listen(Key.A, ButtonState.Released, removeMovement, null, new Vector(-speed, 0)); |
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112 | keyboard.Listen(Key.S, ButtonState.Released, removeMovement, null, new Vector(0, -speed)); |
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113 | keyboard.Listen(Key.D, ButtonState.Released, removeMovement, null, new Vector(speed, 0)); |
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114 | |
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115 | keyboard.Listen(Key.Up, ButtonState.Down, shootAmmo, "Shoot up", UpAngle); |
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116 | keyboard.Listen(Key.Down, ButtonState.Down, shootAmmo, "Shoot up", DownAngle); |
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117 | keyboard.Listen(Key.Right, ButtonState.Down, shootAmmo, "Shoot up", RightAngle); |
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118 | keyboard.Listen(Key.Left, ButtonState.Down, shootAmmo, "Shoot up", LeftAngle); |
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119 | |
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120 | keyboard.Listen(Key.F10, ButtonState.Pressed, playerCheat, null); |
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121 | |
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122 | // keyboard.Listen(Key.Space, ButtonState.Pressed, useItemInInventory, "Use Item"); |
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123 | } |
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124 | |
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125 | private void playerCheat() |
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126 | { |
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127 | WeaponDamage = 5; |
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128 | WeaponSpeed = TimeSpan.FromSeconds(0.2); |
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129 | BulletLife = TimeSpan.FromSeconds(2); |
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130 | playerHealth.Value = 50; |
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131 | // game.gui.updatePlayerStats(); |
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132 | } |
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133 | |
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134 | private void bulletCollided(PhysicsObject collidingObject, PhysicsObject targetObject) |
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135 | { |
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136 | collidingObject.IsVisible = true; |
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137 | if (targetObject.Tag.Equals("Enemy")) |
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138 | { |
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139 | EntityBase entity = (EntityBase)targetObject; |
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140 | if (entity.hit(WeaponDamage)) |
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141 | currentRoom.EntityAmount--; |
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142 | collidingObject.Destroy(); |
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143 | } |
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144 | else if (targetObject.Tag.Equals("Wall") || targetObject.Tag.Equals("ObjectRock") || targetObject.Tag.Equals("Item")) |
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145 | collidingObject.Destroy(); |
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146 | else if (targetObject.Tag.Equals("Turtle")) |
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147 | { |
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148 | targetObject.Destroy(); |
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149 | collidingObject.Destroy(); |
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150 | } |
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151 | } |
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152 | |
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153 | public void hit(int damage) |
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154 | { |
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155 | playerHealth.Value -= damage; |
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156 | hitSound.Play(); |
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157 | if (playerHealth.Value <= 0) |
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158 | { |
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159 | showLostScreen(); |
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160 | } |
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161 | } |
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162 | |
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163 | public void showLostScreen() |
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164 | { |
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165 | if (isDead) return; |
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166 | isDead = true; |
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167 | string[] buttonNames = { "Retry", "Exit Game" }; |
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168 | keyboard.DisableAll(); |
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169 | MultiSelectWindow lostWindow = new MultiSelectWindow("Oh noes! You appear to be dead! \nBut, you can always start a new journey...", buttonNames); |
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170 | lostWindow.AddItemHandler(0, game.restartGame); |
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171 | lostWindow.AddItemHandler(1, game.Exit); |
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172 | game.Add(lostWindow); |
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173 | } |
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174 | |
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175 | public TimeSpan WeaponSpeed |
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176 | { |
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177 | get |
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178 | { |
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179 | return weapon.TimeBetweenUse; |
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180 | } |
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181 | set |
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182 | { |
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183 | if (value.TotalSeconds < 0.01 && value.TotalSeconds > 2.0) return; |
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184 | weaponSpeedMeter.Value = value.TotalSeconds; |
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185 | weapon.TimeBetweenUse = value; |
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186 | } |
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187 | } |
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188 | |
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189 | public TimeSpan BulletLife |
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190 | { |
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191 | get |
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192 | { |
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193 | return weapon.MaxAmmoLifetime; |
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194 | } |
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195 | set |
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196 | { |
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197 | if (value.TotalSeconds < 0.01 && value.TotalSeconds > 2.0) return; |
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198 | bulletLifeMeter.Value = value.TotalSeconds; |
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199 | weapon.MaxAmmoLifetime = value; |
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200 | } |
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201 | } |
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202 | |
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203 | public int WeaponDamage |
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204 | { |
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205 | get |
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206 | { |
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207 | return damage; |
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208 | } |
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209 | set |
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210 | { |
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211 | if (value < 0 || value > 4) return; |
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212 | weaponDamageMeter.Value = value; |
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213 | damage = value; |
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214 | } |
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215 | } |
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216 | |
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217 | private void shootAmmo(Angle angle) |
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218 | { |
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219 | weapon.Angle = angle; |
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220 | PhysicsObject bullet = weapon.Shoot(); |
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221 | if (bullet != null) |
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222 | bullet.IsVisible = true; |
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223 | } |
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224 | |
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225 | private void useItemInInventory() |
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226 | { |
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227 | if (itemInInventory == null) return; |
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228 | itemInInventory.useItem(game); |
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229 | updateGuiImage(); |
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230 | } |
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231 | |
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232 | public Item ItemInInventory |
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233 | { |
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234 | get |
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235 | { |
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236 | return itemInInventory; |
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237 | } |
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238 | set |
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239 | { |
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240 | itemInInventory = value; |
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241 | } |
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242 | } |
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243 | |
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244 | public void updateGuiImage() |
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245 | { |
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246 | game.gui.setInventoryImage(itemInInventory); |
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247 | } |
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248 | |
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249 | public void performCollision(PhysicsObject player, PhysicsObject target) |
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250 | { |
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251 | Room room; |
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252 | if (target.Tag.Equals(RoomDirection.North) || target.Tag.Equals(RoomDirection.East) || target.Tag.Equals(RoomDirection.South) || target.Tag.Equals(RoomDirection.West)) |
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253 | { |
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254 | ObjectDoor door = (ObjectDoor)target; |
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255 | if (door != null && door.IsLocked) return; |
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256 | } |
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257 | |
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258 | if (target.Tag.Equals(RoomDirection.North)) |
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259 | { |
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260 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.North)); |
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261 | game.moveToRoom(room, RoomDirection.North); |
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262 | currentRoom = room; |
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263 | } |
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264 | else if (target.Tag.Equals(RoomDirection.East)) |
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265 | { |
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266 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.East)); |
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267 | game.moveToRoom(room, RoomDirection.East); |
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268 | currentRoom = room; |
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269 | } |
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270 | else if (target.Tag.Equals(RoomDirection.South)) |
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271 | { |
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272 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.South)); |
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273 | game.moveToRoom(room, RoomDirection.South); |
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274 | currentRoom = room; |
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275 | } |
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276 | else if (target.Tag.Equals(RoomDirection.West)) |
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277 | { |
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278 | room = game.LevelGen.getRoomAt(currentRoom.PosOnGrid + RoomDirection.getOffsetFromDir(RoomDirection.West)); |
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279 | game.moveToRoom(room, RoomDirection.West); |
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280 | currentRoom = room; |
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281 | } |
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282 | } |
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283 | |
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284 | public void handleItemPickup(IPhysicsObject player, IPhysicsObject item) |
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285 | { |
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286 | ItemEntity itemEnt = (ItemEntity)item; |
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287 | itemEnt.bindedItem.onPickup(this); |
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288 | item.Destroy(); |
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289 | } |
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290 | |
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291 | public override void Update(Time time) |
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292 | { |
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293 | if (!isMoving) |
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294 | { |
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295 | movementVector = Vector.Zero; |
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296 | Stop(); |
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297 | |
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298 | } |
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299 | |
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300 | isMoving = false; |
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301 | |
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302 | if (currentRoom.EntityAmount == 0) |
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303 | { |
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304 | for (int i = 0; i < 4; i++) |
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305 | { |
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306 | if (currentRoom.doors[i] == null) continue; |
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307 | currentRoom.doors[i].IsLocked = false; |
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308 | currentRoom.setDoorTexture(game.objectTextures[1], i); |
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309 | } |
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310 | } |
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311 | else |
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312 | { |
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313 | for (int i = 0; i < 4; i++) |
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314 | { |
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315 | if (currentRoom.doors[i] == null) continue; |
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316 | currentRoom.doors[i].IsLocked = true; |
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317 | currentRoom.setDoorTexture(game.objectTextures[0], i); |
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318 | } |
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319 | } |
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320 | |
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321 | |
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322 | base.Update(time); |
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323 | } |
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324 | |
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325 | public void move(Vector vec) |
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326 | { |
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327 | if (vec.X != 0) |
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328 | movementVector.X = vec.X; |
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329 | if (vec.Y != 0) |
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330 | movementVector.Y = vec.Y; |
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331 | if (!isAnimationRunning) |
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332 | { |
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333 | Animation = walkingAnimation; |
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334 | Animation.Start(); |
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335 | isAnimationRunning = true; |
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336 | } |
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337 | Move(movementVector); |
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338 | isMoving = true; |
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339 | } |
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340 | |
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341 | public void removeMovement(Vector vec) |
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342 | { |
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343 | movementVector = VecMath.sub(movementVector, vec); |
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344 | Animation = null; |
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345 | isAnimationRunning = false; |
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346 | Image = idleTexture; |
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347 | } |
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348 | } |
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349 | } |
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