Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Minigame/SeasideScrambleMinigame/SSCPlayer.cs

333 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardustCore.Animations;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
{
public class SSCPlayer
{
//TODO: Add gamepad input
//TODO: Add movement speed variable
//TODO: Add in health
//TODO: Add in player HUD
public AnimationManager characterSpriteController;
public bool flipSprite;
public SSCEnums.FacingDirection facingDirection;
public Microsoft.Xna.Framework.Vector2 position;
public bool isMoving;
private bool movedThisFrame;
public Color playerColor;
public SSCEnums.PlayerID playerID;
public const int junimoWalkingAnimationSpeed = 10;
public SSCPlayer(SSCEnums.PlayerID PlayerID)
{
this.playerID = PlayerID;
this.facingDirection = SSCEnums.FacingDirection.Down;
this.characterSpriteController = new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCPlayer", "Junimo"), new Animation(0, 0, 16, 16), new Dictionary<string, List<Animation>>{
{"Idle_F",new List<Animation>()
{
new Animation(0,0,16,16)
} },
{"Idle_B",new List<Animation>()
{
new Animation(0,16*4,16,16)
} },
{"Idle_L",new List<Animation>()
{
new Animation(0,16*3,16,16)
} },
{"Idle_R",new List<Animation>()
{
new Animation(0,16*3,16,16)
} },
{"Walking_F",new List<Animation>()
{
new Animation(16*0,16*0,16,16,junimoWalkingAnimationSpeed),
new Animation(16*1,16*0,16,16,junimoWalkingAnimationSpeed),
new Animation(16*2,16*0,16,16,junimoWalkingAnimationSpeed),
new Animation(16*3,16*0,16,16,junimoWalkingAnimationSpeed),
new Animation(16*4,16*0,16,16,junimoWalkingAnimationSpeed),
new Animation(16*5,16*0,16,16,junimoWalkingAnimationSpeed),
new Animation(16*6,16*0,16,16,junimoWalkingAnimationSpeed),
new Animation(16*7,16*0,16,16,junimoWalkingAnimationSpeed),
} },
{"Walking_R",new List<Animation>()
{
new Animation(16*0,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*1,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*2,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*3,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*4,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*5,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*6,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*7,16*2,16,16,junimoWalkingAnimationSpeed),
} },
{"Walking_L",new List<Animation>()
{
new Animation(16*0,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*1,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*2,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*3,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*4,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*5,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*6,16*2,16,16,junimoWalkingAnimationSpeed),
new Animation(16*7,16*2,16,16,junimoWalkingAnimationSpeed),
} },
{"Walking_B",new List<Animation>()
{
new Animation(16*0,16*4,16,16,junimoWalkingAnimationSpeed),
new Animation(16*1,16*4,16,16,junimoWalkingAnimationSpeed),
new Animation(16*2,16*4,16,16,junimoWalkingAnimationSpeed),
new Animation(16*3,16*4,16,16,junimoWalkingAnimationSpeed),
new Animation(16*4,16*4,16,16,junimoWalkingAnimationSpeed),
new Animation(16*5,16*4,16,16,junimoWalkingAnimationSpeed),
new Animation(16*6,16*4,16,16,junimoWalkingAnimationSpeed),
new Animation(16*7,16*4,16,16,junimoWalkingAnimationSpeed),
} },
},"Idle_F",0,true);
}
/// <summary>
/// Sets the color for the player.
/// </summary>
/// <param name="color"></param>
public void setColor(Color color)
{
this.playerColor = color;
}
/// <summary>
/// Plays an animation for the character.
/// </summary>
/// <param name="name"></param>
public void playAnimation(string name)
{
this.characterSpriteController.setAnimation(name);
}
/// <summary>
/// Draws the character to the screen.
/// </summary>
/// <param name="b"></param>
public void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch b)
{
this.draw(b,this.position);
}
/// <summary>
/// Draws the character to the screen.
/// </summary>
/// <param name="b"></param>
/// <param name="position"></param>
public void draw(SpriteBatch b, Vector2 position)
{
this.characterSpriteController.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport, position), this.playerColor, 4f, this.flipSprite == true ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0f, (this.position.Y) / 10000f));
}
/// <summary>
/// Called every frame to do update logic.
/// </summary>
/// <param name="Time"></param>
public void update(GameTime Time)
{
this.movedThisFrame = false;
if (this.isMoving == false)
{
if(this.facingDirection== SSCEnums.FacingDirection.Down)
{
this.characterSpriteController.playAnimation("Idle_F");
}
if (this.facingDirection == SSCEnums.FacingDirection.Right)
{
this.characterSpriteController.playAnimation("Idle_R");
}
if (this.facingDirection == SSCEnums.FacingDirection.Left)
{
this.characterSpriteController.playAnimation("Idle_L");
this.flipSprite = true;
return;
}
if (this.facingDirection == SSCEnums.FacingDirection.Up)
{
this.characterSpriteController.playAnimation("Idle_B");
}
this.flipSprite = false;
}
else
{
if (this.facingDirection == SSCEnums.FacingDirection.Down)
{
this.characterSpriteController.playAnimation("Walking_F");
}
if (this.facingDirection == SSCEnums.FacingDirection.Right)
{
this.characterSpriteController.playAnimation("Walking_R");
}
if (this.facingDirection == SSCEnums.FacingDirection.Left)
{
this.characterSpriteController.playAnimation("Walking_L");
this.flipSprite = true;
return;
}
if (this.facingDirection == SSCEnums.FacingDirection.Up)
{
this.characterSpriteController.playAnimation("Walking_B");
}
this.flipSprite = false;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
// Movement logic //
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
#region
/// <summary>
/// Checks for moving the player.
/// </summary>
/// <param name="direction"></param>
public void movePlayer(SSCEnums.FacingDirection direction)
{
this.isMoving = true;
this.movedThisFrame = true;
if(direction== SSCEnums.FacingDirection.Up)
{
this.facingDirection = direction;
this.position += new Vector2(0, -1);
}
if (direction == SSCEnums.FacingDirection.Down)
{
this.facingDirection = direction;
this.position += new Vector2(0, 1);
}
if (direction == SSCEnums.FacingDirection.Left)
{
this.facingDirection = direction;
this.position += new Vector2(-1, 0);
}
if (direction == SSCEnums.FacingDirection.Right)
{
this.facingDirection = direction;
this.position += new Vector2(1, 0);
}
//ModCore.log(this.position);
}
/// <summary>
/// Checks when the player presses a key on the keyboard.
/// </summary>
/// <param name="k"></param>
public void receiveKeyPress(Microsoft.Xna.Framework.Input.Keys k)
{
if (this.playerID == SSCEnums.PlayerID.One)
{
this.checkForMovementInput(k);
}
}
/// <summary>
/// Checks when the gamepad receives input.
/// </summary>
/// <param name="state"></param>
public void receiveGamepadInput(GamePadState state)
{
if (SeasideScramble.self.menuManager.isMenuUp == false)
{
//Do gamepad input here!
if (state.ThumbSticks.Left.X < 0)
{
this.movePlayer(SSCEnums.FacingDirection.Left);
}
else if (state.ThumbSticks.Left.X > 0)
{
this.movePlayer(SSCEnums.FacingDirection.Right);
}
if (state.ThumbSticks.Left.Y < 0)
{
this.movePlayer(SSCEnums.FacingDirection.Down);
}
else if (state.ThumbSticks.Left.Y > 0)
{
this.movePlayer(SSCEnums.FacingDirection.Up);
}
if (state.ThumbSticks.Left.X == 0 && state.ThumbSticks.Left.Y == 0 && this.movedThisFrame==false)
{
this.isMoving = false;
}
}
}
/// <summary>
/// Triggers when there isn't a key being pressed.
/// </summary>
/// <param name="K"></param>
public void receiveKeyRelease(Keys K)
{
if (this.playerID != SSCEnums.PlayerID.One) return;
//throw new NotImplementedException();
if (K == Keys.A)
{
ModCore.log("A released for Seaside Scramble!");
this.isMoving = false;
}
if (K == Keys.W)
{
ModCore.log("W pressed for Seaside Scramble!");
this.isMoving = false;
}
if (K == Keys.S)
{
ModCore.log("S pressed for Seaside Scramble!");
this.isMoving = false;
}
if (K == Keys.D)
{
ModCore.log("D pressed for Seaside Scramble!");
this.isMoving = false;
}
}
/// <summary>
/// Checks for player movement.
/// </summary>
/// <param name="K"></param>
private void checkForMovementInput(Keys K)
{
if (this.playerID != SSCEnums.PlayerID.One) return;
if (SeasideScramble.self.menuManager.isMenuUp) return;
//Microsoft.Xna.Framework.Input.GamePadState state = this.getGamepadState(PlayerIndex.One);
if (K == Keys.A)
{
ModCore.log("A pressed for player");
this.movePlayer(SSCEnums.FacingDirection.Left);
}
if (K == Keys.W)
{
ModCore.log("W pressed for player!");
this.movePlayer(SSCEnums.FacingDirection.Up);
}
if (K == Keys.S)
{
ModCore.log("S pressed for player!");
this.movePlayer(SSCEnums.FacingDirection.Down);
}
if (K == Keys.D)
{
ModCore.log("D pressed for player!");
this.movePlayer(SSCEnums.FacingDirection.Right);
}
}
#endregion
}
}