1 | using System.Collections.Generic; |
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2 | using Jypeli; |
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3 | |
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4 | class Player : Creature |
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5 | { |
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6 | public Dictionary<Direction, Animation> SwingAnimations { get; set; } |
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7 | |
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8 | public Dictionary<Direction, Animation> ShootAnimations { get; set; } |
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9 | |
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10 | public Item Sword { get; set; } |
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11 | |
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12 | public Item ActiveItem |
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13 | { |
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14 | get |
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15 | { |
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16 | if (activeItemIndex < Inventory.Count) |
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17 | { |
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18 | return Inventory[activeItemIndex]; |
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19 | } |
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20 | return null; |
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21 | } |
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22 | } |
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23 | |
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24 | public Item NextItem |
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25 | { |
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26 | get |
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27 | { |
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28 | return Inventory.Count > 1 ? GetItem(activeItemIndex + 1) : null; |
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29 | } |
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30 | } |
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31 | |
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32 | public Item PrevItem |
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33 | { |
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34 | get |
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35 | { |
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36 | return Inventory.Count > 1 ? GetItem(activeItemIndex - 1) : null; |
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37 | } |
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38 | } |
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39 | |
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40 | private int activeItemIndex = 0; |
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41 | |
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42 | public List<Item> Inventory { get; private set; } |
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43 | |
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44 | public Player() |
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45 | : base(TheLegendOfGabriel.TILE_SIZE, TheLegendOfGabriel.TILE_SIZE) |
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46 | { |
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47 | Inventory = new List<Item>(); |
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48 | SwingAnimations = new Dictionary<Direction, Animation>(); |
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49 | ShootAnimations = new Dictionary<Direction, Animation>(); |
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50 | CollisionIgnoreGroup = 1; |
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51 | } |
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52 | |
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53 | public void CycleItems() |
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54 | { |
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55 | activeItemIndex++; |
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56 | if (activeItemIndex >= Inventory.Count) |
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57 | { |
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58 | activeItemIndex = 0; |
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59 | } |
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60 | } |
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61 | |
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62 | private Item GetItem(int index) |
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63 | { |
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64 | if (index < 0) |
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65 | { |
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66 | index += Inventory.Count; |
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67 | } |
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68 | if (index >= Inventory.Count) |
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69 | { |
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70 | index -= Inventory.Count; |
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71 | } |
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72 | return Inventory[index]; |
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73 | } |
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74 | |
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75 | protected override void UpdateAnimations() |
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76 | { |
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77 | bool itemBlocksAnimation = ActiveItem != null && ActiveItem.OverrideAnimation; |
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78 | bool swordBlocksAnimation = Sword != null && Sword.OverrideAnimation; |
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79 | if (!(itemBlocksAnimation || swordBlocksAnimation)) |
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80 | { |
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81 | base.UpdateAnimations(); |
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82 | } |
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83 | } |
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84 | |
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85 | public override void UpdateCreature(Time time) |
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86 | { |
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87 | if (ActiveItem != null) |
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88 | { |
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89 | ActiveItem.UpdateItem(time); |
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90 | } |
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91 | if (Sword != null) |
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92 | { |
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93 | Sword.UpdateItem(time); |
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94 | } |
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95 | base.UpdateCreature(time); |
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96 | } |
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97 | } |
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