GreatSpringGameJam/GreatSpringGameJam/Player.cs

123 lines
4.9 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using MLEM.Animations;
using MLEM.Extended.Extensions;
using MLEM.Extensions;
using MLEM.Input;
using MLEM.Startup;
using MLEM.Textures;
using MonoGame.Extended;
using RectangleF = MLEM.Misc.RectangleF;
namespace GreatSpringGameJam {
public class Player : Entity {
private static readonly UniformTextureAtlas PlayerTexture = new(MlemGame.LoadContent<Texture2D>("Textures/Player"), 4, 1);
public RectangleF Bounds => new(this.Position + new Vector2(4 / 16F, 0), new Vector2(9 / 16F, 1));
private readonly SpriteAnimationGroup animations;
private bool walking;
private bool onGround;
private Vector2 velocity;
private TimeSpan jumpTime;
private bool facingRight;
private HeldItem heldItem;
public Player(Map map, Vector2 position) : base(map, position) {
this.animations = new SpriteAnimationGroup();
this.animations.Add(new SpriteAnimation(0.15F, PlayerTexture[1], PlayerTexture[2], PlayerTexture[3], PlayerTexture[0]), () => this.walking);
this.animations.Add(new SpriteAnimation(1, PlayerTexture[0]), () => !this.walking);
}
public override void Update(GameTime time) {
base.Update(time);
// input
var move = 0F;
if (MlemGame.Input.IsAnyDown(Keys.A, Keys.Left)) {
move -= 0.04F;
this.facingRight = false;
}
if (MlemGame.Input.IsAnyDown(Keys.D, Keys.Right)) {
move += 0.04F;
this.facingRight = true;
}
this.walking = move != 0;
this.velocity.X += move;
if (MlemGame.Input.IsAnyDown(Keys.Up, Keys.Space)) {
// only start jumping if we just started pressing the buttons
if (this.onGround && MlemGame.Input.IsAnyPressed(Keys.Up, Keys.Space))
this.jumpTime = TimeSpan.FromSeconds(0.3F);
this.jumpTime -= time.ElapsedGameTime;
if (this.jumpTime > TimeSpan.Zero)
this.velocity.Y = -0.15F;
} else {
this.jumpTime = TimeSpan.Zero;
}
// movement and collisions
this.Position += this.velocity;
this.Collide(() => this.Bounds.ToExtended(), ref this.velocity, out this.onGround);
this.velocity *= new Vector2(this.onGround ? 0.5F : 0.6F, 0.9F);
this.velocity.Y += 0.02F;
// item usage
var rot = this.GetHeldRotation();
var rotVec = new Vector2(MathF.Cos(rot), MathF.Sin(rot));
if (MlemGame.Input.IsDown(MouseButton.Left)) {
this.heldItem = HeldItem.SnowBlower;
Random.NextUnitVector(out var vel);
vel = vel * 0.03F + rotVec * 0.13F;
this.Map.AddEntity(new SnowBlowerWind(this.Map, this.Position + Vector2.One / 2 + rotVec * 0.75F, vel));
} else if (MlemGame.Input.IsDown(MouseButton.Right)) {
this.heldItem = HeldItem.WateringCan;
if (Random.NextSingle() <= 0.45F) {
Random.NextUnitVector(out var vel);
vel = vel * 0.015F + rotVec * 0.03F;
this.Map.AddEntity(new WaterDrop(this.Map, this.Position + Vector2.One / 2 + rotVec * 0.65F, vel));
}
}
this.animations.Update(time);
}
public override void Draw(GameTime time, SpriteBatch batch) {
base.Draw(time, batch);
// draw self
var pos = this.Position * this.Map.TileSize;
var effects = this.facingRight ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
batch.Draw(this.animations.CurrentRegion, pos, Color.White, 0, Vector2.Zero, 1, effects, 0);
// draw held item
var tex = this.heldItem switch {
HeldItem.SnowBlower => StuffTexture[0, 0],
HeldItem.WateringCan => StuffTexture[2, 0],
_ => null
};
var origin = new Vector2(tex.Width * 0.25F, tex.Height / 2);
var rot = this.GetHeldRotation();
var flip = rot >= MathHelper.PiOver2 && rot <= MathHelper.Pi * 1.5F ? SpriteEffects.FlipVertically : SpriteEffects.None;
batch.Draw(tex, pos + this.Map.TileSize / 2, Color.White, rot, origin, 1, flip, 0);
}
private float GetHeldRotation() {
var myPos = GameImpl.Instance.Camera.ToCameraPos((this.Position + Vector2.One / 2) * this.Map.TileSize);
var mousePos = MlemGame.Input.MousePosition.ToVector2();
var (x, y) = myPos - mousePos;
return MathF.Atan2(y, x) + MathHelper.Pi;
}
private enum HeldItem {
SnowBlower,
WateringCan
}
}
}