//---------------------------------------------------------------------------

        public override void Tick(float deltaTime)
        {
            base.Tick(deltaTime);

            MovementAnimationComponent animation = GetComponent <MovementAnimationComponent>();

            if (animation != null)
            {
                animation.Update(GetForce().X, GetForce().Y);
            }
        }
Beispiel #2
0
        //---------------------------------------------------------------------------

        public Player(string name, Guid parent) : base(name, parent)
        {
            Index = (PlayerIndex)PlayerCount++;

            AddComponent <TransformComponent>().Init(new Vector3(Index == PlayerIndex.One ? 340 : 420, 400, 0));
            AddComponent <PlayerAttributesComponent>().Init(500.0f, 250.0f, 125.0f, 2.0f, 1.0f);
            AddComponent <InventoryComponent>();

            MovementAnimationComponent animation = AddComponent <MovementAnimationComponent>();

            if (Index == PlayerIndex.One)
            {
                animation.Init(AssetManager.Get().Find <Texture2D>(ESpriteAssets.WalkingAnimation), Vector2.One);
            }
            else
            {
                animation.Init(AssetManager.Get().Find <Texture2D>(ESpriteAssets.WalkingAnimation2), Vector2.One);
            }
            animation.AddSetting((int)Tag.MoveLeft, new AnimationSetting(8, 2, 8, 15, true, true));
            animation.AddSetting((int)Tag.MoveRight, new AnimationSetting(8, 2, 0, 7, true));

            AddComponent <ShadowComponent>().Init(AssetManager.Get().Find <Texture2D>(ESpriteAssets.RedOrb), new Vector2(6.0f, 2.0f), new Vector2(0.0f, 10.0f));

            AddComponent <ActorPhysicsComponent>().Init(BodyType.Dynamic, 0.8f, 1.0f, true);

            CircleColliderComponent collider = AddComponent <CircleColliderComponent>();

            collider.Init(44, BodyType.Dynamic);
            //collider.SetCollisionCategory(ECollisionCategory.Player);

            AddComponent <LightingComponent>().Init(AssetManager.Get().Find <Texture2D>(ELightAssets.CircleLight), Vector2.Zero, new Vector2(5.0f, 5.0f), Color.White, 0.6f);

            InputComponent input = AddComponent <InputComponent>();

            if (input != null)
            {
                input.Init(Index);
                input.ClearActions();
                switch (Index)
                {
                case PlayerIndex.One:
                    input.MapAction(EGameAction.MOVE_LEFT, EInput.KEYBOARD_LEFT, EInput.GAMEPAD_THUMBSTICK_LEFT_LEFT);
                    input.MapAction(EGameAction.MOVE_RIGHT, EInput.KEYBOARD_RIGHT, EInput.GAMEPAD_THUMBSTICK_LEFT_RIGHT);
                    input.MapAction(EGameAction.MOVE_UP, EInput.KEYBOARD_UP, EInput.GAMEPAD_THUMBSTICK_LEFT_UP);
                    input.MapAction(EGameAction.MOVE_DOWN, EInput.KEYBOARD_DOWN, EInput.GAMEPAD_THUMBSTICK_LEFT_DOWN);
                    input.MapAction(EGameAction.LOOK_LEFT, EInput.GAMEPAD_THUMBSTICK_RIGHT_LEFT);
                    input.MapAction(EGameAction.LOOK_RIGHT, EInput.GAMEPAD_THUMBSTICK_RIGHT_RIGHT);
                    input.MapAction(EGameAction.LOOK_UP, EInput.GAMEPAD_THUMBSTICK_RIGHT_UP);
                    input.MapAction(EGameAction.LOOK_DOWN, EInput.GAMEPAD_THUMBSTICK_RIGHT_DOWN);
                    input.MapAction(EGameAction.INVENTORY_NEXT_ITEM, EInput.KEYBOARD_E, EInput.GAMEPAD_DPAD_DOWN);
                    input.MapAction(EGameAction.INVENTORY_PREVIOUS_ITEM, EInput.KEYBOARD_Q, EInput.GAMEPAD_DPAD_UP);
                    input.MapAction(EGameAction.INVENTORY_USE_ITEM, EInput.GAMEPAD_X);
                    input.MapAction(EGameAction.INVENTORY_DROP_ITEM, EInput.GAMEPAD_TRIGGER_RIGHT);
                    input.MapAction(EGameAction.PLAYER_ATTACK, EInput.GAMEPAD_TRIGGER_LEFT);
                    break;

                case PlayerIndex.Two:
                    input.MapAction(EGameAction.MOVE_LEFT, EInput.KEYBOARD_A, EInput.GAMEPAD_THUMBSTICK_LEFT_LEFT);
                    input.MapAction(EGameAction.MOVE_RIGHT, EInput.KEYBOARD_D, EInput.GAMEPAD_THUMBSTICK_LEFT_RIGHT);
                    input.MapAction(EGameAction.MOVE_UP, EInput.KEYBOARD_W, EInput.GAMEPAD_THUMBSTICK_LEFT_UP);
                    input.MapAction(EGameAction.MOVE_DOWN, EInput.KEYBOARD_S, EInput.GAMEPAD_THUMBSTICK_LEFT_DOWN);
                    input.MapAction(EGameAction.LOOK_LEFT, EInput.GAMEPAD_THUMBSTICK_RIGHT_LEFT);
                    input.MapAction(EGameAction.LOOK_RIGHT, EInput.GAMEPAD_THUMBSTICK_RIGHT_RIGHT);
                    input.MapAction(EGameAction.LOOK_UP, EInput.GAMEPAD_THUMBSTICK_RIGHT_UP);
                    input.MapAction(EGameAction.LOOK_DOWN, EInput.GAMEPAD_THUMBSTICK_RIGHT_DOWN);
                    input.MapAction(EGameAction.INVENTORY_NEXT_ITEM, EInput.KEYBOARD_E, EInput.GAMEPAD_DPAD_DOWN);
                    input.MapAction(EGameAction.INVENTORY_PREVIOUS_ITEM, EInput.KEYBOARD_Q, EInput.GAMEPAD_DPAD_UP);
                    input.MapAction(EGameAction.INVENTORY_USE_ITEM, EInput.GAMEPAD_X);
                    input.MapAction(EGameAction.INVENTORY_DROP_ITEM, EInput.GAMEPAD_TRIGGER_RIGHT);
                    input.MapAction(EGameAction.PLAYER_ATTACK, EInput.GAMEPAD_TRIGGER_LEFT);
                    break;
                }
            }

            //playerIndicatorP1 = EntityFactory.Create<Entity>(GUID, "PlayerIndicatorP1");
            //playerIndicatorP1.AddComponent<TransformComponent>().Init(new Vector3(0, -65, 0));
            //piAnimationP1 = playerIndicatorP1.AddComponent<AnimationComponent>();
            //piAnimationP1.Init(AssetManager.Get().Find<Texture2D>("PlayerIndicatorAnimationP1"), new Vector2(0.4f, 0.4f));
            //piAnimationP1.AddSetting(0, new AnimationSetting(8, 1, 0, 7, false));
            //playerIndicatorP1.Disable();

            //RangeWeapon weapon = EntityFactory.Create<RangeWeapon>(GUID, "Primary Weapon P1");
            //weapon.Init();

            //if (Index == PlayerIndex.One)
            //{
            //    //GetComponent<ActorPhysicsComponent>().AddJoint(weapon.GetComponent<PhysicsComponent>());
            //}

            MeleeWeapon weapon = EntityFactory.Create <MeleeWeapon>(GUID, "Primary Weapon P1");

            if (Index == PlayerIndex.One)
            {
                GetComponent <ActorPhysicsComponent>().AddJoint(weapon.GetComponent <PhysicsComponent>());
            }
        }