From eb5231e81a172b1fa02af24cca531114c608ce6b Mon Sep 17 00:00:00 2001 From: JoshuaNavarro Date: Fri, 16 Aug 2019 12:39:27 -0700 Subject: [PATCH] Added in shake timer for ore veins. --- .../Framework/Objects/BasicItemInformation.cs | 13 +++++++++++++ .../Objects/Resources/OreVeins/OreVeinTile.cs | 9 +++++---- 2 files changed, 18 insertions(+), 4 deletions(-) diff --git a/GeneralMods/Revitalize/Framework/Objects/BasicItemInformation.cs b/GeneralMods/Revitalize/Framework/Objects/BasicItemInformation.cs index e233ade3..11450e91 100644 --- a/GeneralMods/Revitalize/Framework/Objects/BasicItemInformation.cs +++ b/GeneralMods/Revitalize/Framework/Objects/BasicItemInformation.cs @@ -38,6 +38,8 @@ namespace Revitalize.Framework.Objects public Enums.Direction facingDirection; + public int shakeTimer; + public BasicItemInformation() { this.name = ""; @@ -57,6 +59,7 @@ namespace Revitalize.Framework.Objects this.facingDirection = Enums.Direction.Down; this.id = ""; + this.shakeTimer = 0; } @@ -88,9 +91,19 @@ namespace Revitalize.Framework.Objects this.inventory = Inventory ?? new InventoryManager(); this.lightManager = Lights ?? new LightManager(); this.facingDirection = Enums.Direction.Down; + this.shakeTimer = 0; } + /// + /// Gets an x offset for shaking an object. Source code used from game. + /// + /// + public int shakeTimerOffset() + { + return (this.shakeTimer > 0 ? Game1.random.Next(-1, 2) : 0); + } + } } diff --git a/GeneralMods/Revitalize/Framework/Objects/Resources/OreVeins/OreVeinTile.cs b/GeneralMods/Revitalize/Framework/Objects/Resources/OreVeins/OreVeinTile.cs index 3db63969..d9123f12 100644 --- a/GeneralMods/Revitalize/Framework/Objects/Resources/OreVeins/OreVeinTile.cs +++ b/GeneralMods/Revitalize/Framework/Objects/Resources/OreVeins/OreVeinTile.cs @@ -67,6 +67,7 @@ namespace Revitalize.Framework.Objects.Resources.OreVeins { base.updateWhenCurrentLocation(time, environment); this.setHealth(this.healthValue); + this.info.shakeTimer -= time.ElapsedGameTime.Milliseconds; } public override void DayUpdate(GameLocation location) @@ -117,7 +118,8 @@ namespace Revitalize.Framework.Objects.Resources.OreVeins if (this.location != null) { this.location.playSound("hammer"); - ModCore.log("Ore has this much health left: "+this.healthValue); + //ModCore.log("Ore has this much health left: "+this.healthValue); + this.info.shakeTimer = 200; } return false; } @@ -277,7 +279,6 @@ namespace Revitalize.Framework.Objects.Resources.OreVeins /// What happens when the object is drawn at a tile location. public override void draw(SpriteBatch spriteBatch, int x, int y, float alpha = 1f) { - if (this.info == null) { Revitalize.ModCore.log("info is null"); @@ -292,7 +293,7 @@ namespace Revitalize.Framework.Objects.Resources.OreVeins if (this.animationManager.getExtendedTexture() == null) ModCore.ModMonitor.Log("Tex Extended is null???"); - spriteBatch.Draw(this.displayTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(x * Game1.tileSize), y * Game1.tileSize)), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), this.info.drawColor * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (float)(y * Game1.tileSize) / 10000f)); + spriteBatch.Draw(this.displayTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(x * Game1.tileSize)+this.info.shakeTimerOffset(), (y * Game1.tileSize)+this.info.shakeTimerOffset())), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), this.info.drawColor * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (float)(y * Game1.tileSize) / 10000f)); // Log.AsyncG("ANIMATION IS NULL?!?!?!?!"); } @@ -311,7 +312,7 @@ namespace Revitalize.Framework.Objects.Resources.OreVeins { addedDepth += 1.0f; } - this.animationManager.draw(spriteBatch, this.displayTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(x * Game1.tileSize), y * Game1.tileSize)), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), this.info.drawColor * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (float)((y + addedDepth) * Game1.tileSize) / 10000f) + .00001f); + this.animationManager.draw(spriteBatch, this.displayTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(x * Game1.tileSize)+this.info.shakeTimerOffset(), (y * Game1.tileSize)+this.info.shakeTimerOffset())), new Rectangle?(this.animationManager.currentAnimation.sourceRectangle), this.info.drawColor * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (float)((y + addedDepth) * Game1.tileSize) / 10000f) + .00001f); try { this.animationManager.tickAnimation();