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

794 lines
29 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;
using StardewValley;
using Revitalize.Framework.Utilities;
using Revitalize.Framework.Minigame.SeasideScrambleMinigame.Interfaces;
namespace Revitalize.Framework.Minigame.SeasideScrambleMinigame
{
/// <summary>
/// Deals with handling a player.
/// </summary>
public class SSCPlayer : ISSCLivingEntity
{
/// <summary>
/// The character animator.
/// </summary>
public AnimationManager characterSpriteController;
/// <summary>
/// Should the sprite be flipped?
/// </summary>
public bool flipSprite;
/// <summary>
/// The facing direction for the player.
/// </summary>
public SSCEnums.FacingDirection facingDirection;
/// <summary>
/// The position for the player.
/// </summary>
public Microsoft.Xna.Framework.Vector2 position;
/// <summary>
/// Is the player moving?
/// </summary>
public bool isMoving;
/// <summary>
/// Did the player move this frame?
/// </summary>
private bool movedThisFrame;
/// <summary>
/// The draw color for the player.
/// </summary>
public Color playerColor;
/// <summary>
/// The player's id.
/// </summary>
public SSCEnums.PlayerID playerID;
/// <summary>
/// The frame speed for the junimo walking.
/// </summary>
public const int junimoWalkingAnimationSpeed = 10;
/// <summary>
/// The mouse cursor.
/// </summary>
public StardustCore.Animations.AnimatedSprite mouseCursor;
/// <summary>
/// The sensitivity for the mouse.
/// </summary>
public Vector2 mouseSensitivity;
/// <summary>
/// Should the mouse cursor be shown?
/// </summary>
public bool showMouseCursor;
/// <summary>
/// The delay to show the mouse but I dont think I use this.
/// </summary>
public int maxMouseSleepTime = 300;
/// <summary>
/// The current gun the player is holding. UPDATE THIS TO WEILD MULTIPLE GUNS!!!
/// </summary>
public SSCGuns.SSCGun activeGun
{
get
{
return this.guns[this.currentGunIndex];
}
set
{
if (value == null) return;
this.guns.Add(value);
this.currentGunIndex = this.guns.Count - 1;
}
}
public List<SSCGuns.SSCGun> guns;
public int currentGunIndex;
/// <summary>
/// How long it takes for the player to swap guns.
/// </summary>
public int swapSpeed = 20;
/// <summary>
/// How many frames remain until the player is allowed to swap guns/
/// </summary>
public int timeUntilPlayerCanSwapGun;
/// <summary>
/// The hitbox for the player.
/// </summary>
public Rectangle hitBox;
/// <summary>
/// The HUD for the player.
/// </summary>
public SSCMenus.HUD.CharacterHUD HUD;
/// <summary>
/// The current health for the player.
/// </summary>
public int currentHealth;
/// <summary>
/// The max health for the player.
/// </summary>
public int maxHealth;
/// <summary>
/// The movement speed for the player.
/// </summary>
public float movementSpeed;
/// <summary>
/// The status effects on the player.
/// </summary>
public SSCStatusEffects.StatusEffectManager statusEffects;
/// <summary>
/// Is the player dead?
/// </summary>
public bool isDead
{
get
{
return this.currentHealth <= 0;
}
}
public float MovementSpeed { get => this.movementSpeed; set => this.movementSpeed = value; }
public int CurrentHealth { get => this.currentHealth; set => this.currentHealth = value; }
public int MaxHealth { get => this.maxHealth; set => this.maxHealth = value; }
public Rectangle HitBox { get => this.hitBox; set => this.hitBox = value; }
/// <summary>
/// Constructor.
/// </summary>
/// <param name="PlayerID">Which player is this? One, two, etc...</param>
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);
this.mouseCursor = new StardustCore.Animations.AnimatedSprite("P1Mouse", new Vector2(Game1.getMousePosition().X, Game1.getMousePosition().Y), new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("SSCUI", "Cursors"), new Animation(0, 0, 16, 16), new Dictionary<string, List<Animation>>()
{
{"Default",new List<Animation>()
{
new Animation(0,0,16,16)
} }
}, "Default"), Color.White);
if (this.playerID == SSCEnums.PlayerID.One)
{
this.mouseCursor.position = new Vector2(Game1.getMouseX(), Game1.getMouseY());
}
else
{
this.mouseCursor.position = this.position;
}
this.mouseSensitivity = new Vector2(3f, 3f);
this.currentGunIndex = 0;
this.guns = new List<SSCGuns.SSCGun>();
this.getNewGun(SeasideScramble.self.guns.getGun("Icicle")); //new SSCGuns.SSCGun(new StardustCore.Animations.AnimatedSprite("MyFirstGun", this.position, new AnimationManager(SeasideScramble.self.textureUtils.getExtendedTexture("Guns", "BasicGun"), new Animation(0, 0, 16, 16)), Color.White), SeasideScramble.self.entities.projectiles.getDefaultProjectile(this, this.position, Vector2.Zero, 4f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300), 10, 1000, 3000);
this.getNewGun(SeasideScramble.self.guns.getGun("HeatWave"));
this.getNewGun(SeasideScramble.self.guns.getGun("Default"));
this.timeUntilPlayerCanSwapGun = 0;
this.hitBox = new Rectangle((int)this.position.X, (int)this.position.Y, 64, 64);
if (this.playerID == SSCEnums.PlayerID.One)
{
this.HUD = new SSCMenus.HUD.CharacterHUD(100, 20, 100, 100, this.playerID);
}
if (this.playerID == SSCEnums.PlayerID.Two)
{
this.HUD = new SSCMenus.HUD.CharacterHUD(340, 20, 100, 100, this.playerID);
}
if (this.playerID == SSCEnums.PlayerID.Three)
{
this.HUD = new SSCMenus.HUD.CharacterHUD(580, 20, 100, 100, this.playerID);
}
if (this.playerID == SSCEnums.PlayerID.Four)
{
this.HUD = new SSCMenus.HUD.CharacterHUD(820, 20, 100, 100, this.playerID);
}
this.maxHealth = 100;
this.currentHealth = 100;
this.statusEffects = new SSCStatusEffects.StatusEffectManager(this);
}
/// <summary>
/// Sets the color for the player.
/// </summary>
/// <param name="color"></param>
public void setColor(Color color)
{
this.playerColor = color;
this.mouseCursor.color = 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));
this.activeGun.draw(b, SeasideScramble.GlobalToLocal(SeasideScramble.self.camera.viewport, position), 2f);
}
public void drawMouse(SpriteBatch b)
{
this.mouseCursor.draw(b, 4f, 0f);
}
public void drawHUD(SpriteBatch b)
{
this.HUD.draw(b);
this.statusEffects.draw(b, 4f);
}
/// <summary>
/// Called every frame to do update logic.
/// </summary>
/// <param name="Time"></param>
public void update(GameTime Time)
{
if (this.playerID == SSCEnums.PlayerID.One)
{
if (SeasideScramble.self.getMouseDelta().X != 0 || SeasideScramble.self.getMouseDelta().Y != 0)
{
this.mouseCursor.position = new Vector2(Game1.getMousePosition().X, Game1.getMousePosition().Y);
this.showMouseCursor = true;
}
}
if (this.currentHealth < 0) this.currentHealth = 0;
this.activeGun.update(Time);
this.updateGunPosition();
this.timeUntilPlayerCanSwapGun--;
if (this.timeUntilPlayerCanSwapGun < 0) this.timeUntilPlayerCanSwapGun = 0;
this.HUD.update(Time);
this.statusEffects.update(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;
}
}
/// <summary>
/// Sets the mouse's position.
/// </summary>
/// <param name="position"></param>
public void setMousePosition(Vector2 position)
{
this.mouseCursor.position = position;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
// Input logic //
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
#region
/// <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;
}
if (state.ThumbSticks.Right.X != 0 || state.ThumbSticks.Right.Y != 0)
{
Vector2 direction = new Vector2(state.ThumbSticks.Right.X, state.ThumbSticks.Right.Y * -1);
Vector2 unit = direction.UnitVector();
this.shoot(unit);
//this.moveMouseCursor(state.ThumbSticks.Right);
}
if (state.IsButtonDown(Buttons.RightShoulder))
{
this.swapGun(1);
}
if (state.IsButtonDown(Buttons.LeftShoulder))
{
this.swapGun(-1);
}
}
else
{
if (state.ThumbSticks.Right.X != 0 || state.ThumbSticks.Right.Y != 0)
{
this.moveMouseCursor(new Vector2(state.ThumbSticks.Right.X, state.ThumbSticks.Right.Y * -1));
this.showMouseCursor = true;
}
}
}
/// <summary>
/// Move the mouse cursor.
/// </summary>
/// <param name="direction"></param>
private void moveMouseCursor(Vector2 direction)
{
if (SeasideScramble.self.camera.positionInsideViewport(this.mouseCursor.position + new Vector2(direction.X * this.mouseSensitivity.X, direction.Y * this.mouseSensitivity.Y)))
{
this.mouseCursor.position += new Vector2(direction.X * this.mouseSensitivity.X, direction.Y * this.mouseSensitivity.Y);
}
else if (SeasideScramble.self.camera.positionInsideViewport(this.mouseCursor.position + new Vector2(direction.X * this.mouseSensitivity.X, 0)))
{
this.mouseCursor.position += new Vector2(direction.X * this.mouseSensitivity.X, 0);
}
else if (SeasideScramble.self.camera.positionInsideViewport(this.mouseCursor.position + new Vector2(0, direction.Y * this.mouseSensitivity.Y)))
{
this.mouseCursor.position += new Vector2(0, direction.Y * this.mouseSensitivity.Y);
}
}
/// <summary>
/// Gets a normalized direction vector for the player.
/// </summary>
/// <returns></returns>
private Vector2 getMouseDirection()
{
Vector2 dir = this.getRelativeMouseFromPlayer();
dir = dir.UnitVector();
return dir;
}
/// <summary>
/// Gets the mouse's relative position away from the player.
/// </summary>
/// <returns></returns>
private Vector2 getRelativeMouseFromPlayer()
{
Vector2 pos = this.mouseCursor.position - SeasideScramble.GlobalToLocal(this.position);
return pos;
}
/// <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);
if (k == Keys.Q) this.swapGun(-1);
if(k== Keys.E) this.swapGun(1);
}
}
/// <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)
{
this.isMoving = false;
}
if (K == Keys.W)
{
this.isMoving = false;
}
if (K == Keys.S)
{
this.isMoving = false;
}
if (K == Keys.D)
{
this.isMoving = false;
}
}
/// <summary>
/// What happens when the player left clicks.
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
public void receiveLeftClick(int x, int y)
{
if (SeasideScramble.self.getGamepadState(PlayerIndex.One).IsButtonDown(Buttons.A))
{
//Do stuff besides shooting.
return;
}
Vector2 direction = this.getMouseDirection();
this.shoot(direction);
}
#endregion
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
// 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;
if (this.canMoveHere(direction,new Vector2(0, -1))){
this.position += new Vector2(0, -1);
}
}
if (direction == SSCEnums.FacingDirection.Down)
{
this.facingDirection = direction;
if (this.canMoveHere(direction,new Vector2(0, 1)))
{
this.position += new Vector2(0, 1);
}
}
if (direction == SSCEnums.FacingDirection.Left)
{
this.facingDirection = direction;
if (this.canMoveHere(direction,new Vector2(-1, 0)))
{
this.position += new Vector2(-1, 0);
}
}
if (direction == SSCEnums.FacingDirection.Right)
{
this.facingDirection = direction;
if (this.canMoveHere(direction,new Vector2(1, 0)))
{
this.position += new Vector2(1, 0);
}
}
this.hitBox.X = (int)this.position.X;
this.hitBox.Y = (int)this.position.Y;
//ModCore.log(this.position);
}
public bool canMoveHere(SSCEnums.FacingDirection Direction,Vector2 offset)
{
Vector2 combo = this.position + offset;
if(Direction== SSCEnums.FacingDirection.Right)
{
combo.X += this.hitBox.Width;
}
if(Direction== SSCEnums.FacingDirection.Down)
{
combo.Y += this.hitBox.Height;
}
if (SeasideScramble.self.currentMap.insideMap(combo) == false) return false;
if (SeasideScramble.self.currentMap.isObstacleAt(combo)) return false;
return true;
}
/// <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)
{
this.movePlayer(SSCEnums.FacingDirection.Left);
}
if (K == Keys.W)
{
this.movePlayer(SSCEnums.FacingDirection.Up);
}
if (K == Keys.S)
{
this.movePlayer(SSCEnums.FacingDirection.Down);
}
if (K == Keys.D)
{
this.movePlayer(SSCEnums.FacingDirection.Right);
}
}
#endregion
/// <summary>
/// Shoots a bullet in the given direction using projectile information stored in the gun.
/// </summary>
/// <param name="direction"></param>
private void shoot(Vector2 direction)
{
if (SeasideScramble.self.menuManager.isMenuUp) return;
//ModCore.log("Shoot: " + direction);
//SeasideScramble.self.projectiles.spawnDefaultProjectile(this, this.position, direction, 1f, new Rectangle(0, 0, 16, 16), Color.White, 4f, 300);
this.activeGun.tryToShoot(this.position, direction);
}
/// <summary>
/// Have this player take damage.
/// </summary>
/// <param name="amount"></param>
public void takeDamage(int amount)
{
this.currentHealth -= amount;
if (this.currentHealth < 0)
{
this.currentHealth = 0;
}
}
/// <summary>
/// Heal the player a certain amount of HP/
/// </summary>
/// <param name="amount"></param>
public void heal(int amount)
{
this.takeDamage(amount * -1);
if (this.currentHealth > this.maxHealth) this.currentHealth = this.maxHealth;
}
/// <summary>
/// Heal the player to full HP.
/// </summary>
public void healToFull()
{
this.currentHealth = this.maxHealth;
}
/// <summary>
/// What happens when the player collides with a projectile.
/// </summary>
/// <param name="projectile"></param>
public void onCollision(SSCProjectiles.SSCProjectile projectile)
{
if (projectile is SSCProjectiles.SSCProjectile)
{
if (projectile.hasOwner())
{
if (projectile.owner == this)
{
//ModCore.log("Can't get hit by own projectile.");
return;
}
//if projectile.owner is player and friendly fire is off do nothing.
if(projectile.owner is SSCPlayer && SeasideScramble.self.friendlyFireEnabled==false)
{
return;
}
}
ModCore.log("Big oof. Player hit by projectile.");
this.takeDamage(projectile.damage);
this.statusEffects.addStatusEffect(projectile.effect);
}
}
public void onCollision(SSCEnemies.SSCEnemy enemy)
{
}
public void getNewGun(SSCGuns.SSCGun gun)
{
this.activeGun = gun;
//this.gun.Projectile.position = this.position;
this.activeGun.Position = this.position;
this.activeGun.Projectile.owner = this;
}
public void updateGunPosition()
{
this.activeGun.Projectile.position = this.position;
this.activeGun.Position = this.position;
}
/// <summary>
/// Swaps the player's gun they are holding.
/// </summary>
/// <param name="delta"></param>
public void swapGun(int delta)
{
if (this.timeUntilPlayerCanSwapGun > 0) return;
if (delta < 0)
{
if (this.currentGunIndex <= 0)
{
this.currentGunIndex = this.guns.Count - 1;
Game1.soundBank.PlayCue("shwip");
this.timeUntilPlayerCanSwapGun = this.swapSpeed;
}
else
{
this.currentGunIndex--;
Game1.soundBank.PlayCue("shwip");
this.timeUntilPlayerCanSwapGun = this.swapSpeed;
}
}
else
{
this.currentGunIndex++;
if (this.currentGunIndex >= this.guns.Count) this.currentGunIndex = 0;
Game1.soundBank.PlayCue("shwip");
this.timeUntilPlayerCanSwapGun = this.swapSpeed;
}
}
}
}