Got sitting working as a test! Next: Make some chairs!

This commit is contained in:
Joshua Navarro 2018-12-28 23:28:21 -08:00
parent 3369c11cb9
commit 8530a9ea03
6 changed files with 165 additions and 1 deletions

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@ -1,7 +1,7 @@
{ {
"Name": "Happy Birthday", "Name": "Happy Birthday",
"Author": "Alpha_Omegasis", "Author": "Alpha_Omegasis",
"Version": "1.8.0", "Version": "1.8.2",
"MinimumApiVersion": "1.15", "MinimumApiVersion": "1.15",
"Description": "Adds the farmer's birthday to the game.", "Description": "Adds the farmer's birthday to the game.",
"UniqueID": "Omegasis.HappyBirthday", "UniqueID": "Omegasis.HappyBirthday",

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@ -53,6 +53,9 @@ namespace Revitalize.Framework.Objects
this.location = Game1.player.currentLocation; this.location = Game1.player.currentLocation;
} }
this.info.lightManager.toggleLights(this.location, this); this.info.lightManager.toggleLights(this.location, this);
Revitalize.ModCore.playerInfo.sittingInfo.sit(this, Vector2.Zero);
return true; return true;
} }

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@ -0,0 +1,128 @@
using Microsoft.Xna.Framework;
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Revitalize.Framework.Player.Managers
{
/// <summary>
/// TODO:
/// Make chair
/// animate player better
/// have it where when player is sitting on chair it is passable so it can't be destoryed underneath
/// </summary>
public class SittingInfo
{
/// <summary>
/// If the player is currently sitting.
/// </summary>
public bool isSitting;
/// <summary>
/// How long a Farmer has sat (in milliseconds)
/// </summary>
private int elapsedTime;
/// <summary>
/// Gets how long the farmer has sat (in milliseconds).
/// </summary>
public int ElapsedTime
{
get
{
return elapsedTime;
}
}
/// <summary>
/// Keeps trck of time elapsed.
/// </summary>
GameTime timer;
/// <summary>
/// The default amount of time a player has to sit to recover some energy/health
/// </summary>
private int _sittingSpan;
/// <summary>
/// A modified version of how long a player has to sit to recover energy/health;
/// </summary>
public int SittingSpan
{
get
{
return _sittingSpan;
}
}
/// <summary>
/// Constructor.
/// </summary>
public SittingInfo()
{
timer = Game1.currentGameTime;
this._sittingSpan = 10000;
}
/// <summary>
/// Update the sitting info.
/// </summary>
public void update()
{
if (Game1.activeClickableMenu != null) return;
if (Game1.player.isMoving())
{
isSitting = false;
elapsedTime = 0;
}
if (isSitting && Game1.player.CanMove)
{
showSitting();
if (timer == null) timer = Game1.currentGameTime;
elapsedTime += timer.ElapsedGameTime.Milliseconds;
}
if (elapsedTime >= SittingSpan)
{
elapsedTime %= SittingSpan;
Game1.player.health++;
Game1.player.Stamina++;
}
Revitalize.ModCore.log(elapsedTime);
}
public void showSitting()
{
switch (Game1.player.FacingDirection)
{
case 0:
Game1.player.FarmerSprite.setCurrentSingleFrame(113, (short)32000, false, false);
break;
case 1:
Game1.player.FarmerSprite.setCurrentSingleFrame(106, (short)32000, false, false);
break;
case 2:
Game1.player.FarmerSprite.setCurrentSingleFrame(107, (short)32000, false, false);
break;
case 3:
Game1.player.FarmerSprite.setCurrentSingleFrame(106, (short)32000, false, true);
break;
}
}
public void sit(StardewValley.Object obj,Vector2 offset)
{
this.isSitting = true;
Game1.player.Position = (obj.TileLocation * Game1.tileSize + offset);
Game1.player.position.Y += Game1.tileSize/2;
}
}
}

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@ -0,0 +1,27 @@
using Microsoft.Xna.Framework;
using Revitalize.Framework.Player.Managers;
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Revitalize.Framework.Player
{
public class PlayerInfo
{
public SittingInfo sittingInfo;
public PlayerInfo()
{
sittingInfo = new SittingInfo();
}
public void update()
{
sittingInfo.update();
}
}
}

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@ -16,6 +16,7 @@ using System.IO;
using Revitalize.Framework.Crafting; using Revitalize.Framework.Crafting;
using StardewValley.Objects; using StardewValley.Objects;
using Revitalize.Framework.Illuminate; using Revitalize.Framework.Illuminate;
using Revitalize.Framework.Player;
namespace Revitalize namespace Revitalize
{ {
@ -88,6 +89,7 @@ namespace Revitalize
public static Dictionary<string, CustomObject> customObjects; public static Dictionary<string, CustomObject> customObjects;
public static PlayerInfo playerInfo;
public override void Entry(IModHelper helper) public override void Entry(IModHelper helper)
{ {
@ -101,6 +103,7 @@ namespace Revitalize
ModHelper.Events.GameLoop.SaveLoaded += GameLoop_SaveLoaded; ModHelper.Events.GameLoop.SaveLoaded += GameLoop_SaveLoaded;
ModHelper.Events.GameLoop.TimeChanged += GameLoop_TimeChanged; ModHelper.Events.GameLoop.TimeChanged += GameLoop_TimeChanged;
ModHelper.Events.GameLoop.UpdateTicked += GameLoop_UpdateTicked; ModHelper.Events.GameLoop.UpdateTicked += GameLoop_UpdateTicked;
playerInfo = new PlayerInfo();
} }
@ -118,6 +121,7 @@ namespace Revitalize
private void GameLoop_UpdateTicked(object sender, StardewModdingAPI.Events.UpdateTickedEventArgs e) private void GameLoop_UpdateTicked(object sender, StardewModdingAPI.Events.UpdateTickedEventArgs e)
{ {
DarkerNight.SetDarkerColor(); DarkerNight.SetDarkerColor();
playerInfo.update();
} }
private void GameLoop_TimeChanged(object sender, StardewModdingAPI.Events.TimeChangedEventArgs e) private void GameLoop_TimeChanged(object sender, StardewModdingAPI.Events.TimeChangedEventArgs e)

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@ -57,6 +57,8 @@
<Compile Include="Framework\Objects\CustomObject.cs" /> <Compile Include="Framework\Objects\CustomObject.cs" />
<Compile Include="Framework\Objects\MultiTiledComponent.cs" /> <Compile Include="Framework\Objects\MultiTiledComponent.cs" />
<Compile Include="Framework\Objects\MultiTiledObject.cs" /> <Compile Include="Framework\Objects\MultiTiledObject.cs" />
<Compile Include="Framework\Player\Managers\SittingInfo.cs" />
<Compile Include="Framework\Player\PlayerInfo.cs" />
<Compile Include="Framework\Utilities\InventoryManager.cs" /> <Compile Include="Framework\Utilities\InventoryManager.cs" />
<Compile Include="ModCore.cs" /> <Compile Include="ModCore.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />