//handles the player crouching and informs the shadows to do the same
 void Crouch()
 {
     //	print("Crouch Called");
     eFacing = Facings.Crouch;
     goCharacter.animation.Play("Duck");
     SendShadowMessage("ChangeFacing", 3);
 }
Example #2
0
    //determines multiplier for angle based scoring
    int MultiplierForAngle(Unit caster, Tile tile)
    {
        if (tile.content == null)
        {
            return(0);
        }

        Unit defender = tile.content.GetComponentInChildren <Unit>();

        if (defender == null)
        {
            return(0);
        }

        //higher score for hitting back and sides
        Facings facing = caster.GetFacing(defender);

        if (facing == Facings.Back)
        {
            return(90);
        }
        if (facing == Facings.Side)
        {
            return(75);
        }
        return(50);
    }
        private int MultiplierForAngle(Unit caster, Tile tile)
        {
            if (tile.content == null)
            {
                return(0);
            }

            Unit defender = tile.content.GetComponentInChildren <Unit>();

            if (defender == null)
            {
                return(0);
            }

            Facings facing = caster.GetFacing(defender);

            if (facing == Facings.Back)
            {
                return(90);
            }
            if (facing == Facings.Side)
            {
                return(75);
            }
            return(50);
        }
 public BoxMesh(Vector3 min, Vector3 max, Facings facings, bool boxMap)
 {
     Min     = min;
     Max     = max;
     Facings = facings;
     BoxMap  = boxMap;
 }
Example #5
0
        public void Read(BinaryReader reader, int version)
        {
            IsValid = true;

            InControl = reader.ReadBoolean();

            Position = new Vector2(reader.ReadSingle(), reader.ReadSingle());
            Speed    = new Vector2(reader.ReadSingle(), reader.ReadSingle());
            Rotation = reader.ReadSingle();
            Scale    = new Vector2(reader.ReadSingle(), reader.ReadSingle());
            Color    = new Color(reader.ReadByte(), reader.ReadByte(), reader.ReadByte(), reader.ReadByte());

            SpriteRate    = reader.ReadSingle();
            SpriteJustify = reader.ReadBoolean() ? (Vector2?)new Vector2(reader.ReadSingle(), reader.ReadSingle()) : null;

            Facing = (Facings)reader.ReadInt32();

            CurrentAnimationID    = reader.ReadNullTerminatedString();
            CurrentAnimationFrame = reader.ReadInt32();

            HairColor          = new Color(reader.ReadByte(), reader.ReadByte(), reader.ReadByte(), reader.ReadByte());
            HairSimulateMotion = reader.ReadBoolean();

            if (version < 2)
            {
                return;
            }

            DashColor = reader.ReadBoolean() ? (Color?)new Color(reader.ReadByte(), reader.ReadByte(), reader.ReadByte(), reader.ReadByte()) : null;
            DashDir   = new Vector2(reader.ReadSingle(), reader.ReadSingle());
            DashWasB  = reader.ReadBoolean();
        }
 //handles if the player needs to change facing and moving right
 void MoveRight()
 {
     if (fYAxis != -1)
     {
         if (!goCharacter.animation.IsPlaying("Jump") && !goCharacter.animation.IsPlaying("Fall"))
         {
             goCharacter.animation.Play("Walk");
         }
         if (!bGoingRight)
         {
             transform.eulerAngles = new Vector3(0, 0, 0);
             bGoingRight           = true;
             eFacing = Facings.Right;
         }
         if (!bAttacking || !bGrounded)
         {
             RaycastHit hit;
             if (Physics.Raycast(transform.position, transform.right, out hit, fWidth, lmGroundLayer.value))
             {
                 if (hit.collider.tag != "Wall")
                 {
                     transform.Translate(transform.right * fMoveSpeed * Time.deltaTime, Space.World);
                 }
             }
             else
             {
                 transform.Translate(transform.right * fMoveSpeed * Time.deltaTime, Space.World);
             }
             bMoved = true;
         }
     }
     SendShadowMessage("ChangeFacing", 0);         //consider taking it out of if statement same in move left
 }
        public override void Awake(Scene scene)
        {
            base.Awake(scene);

            if (bounce == Vector2.Zero)
            {
                return;
            }

            if (Math.Abs(bounce.X) > Math.Abs(bounce.Y))
            {
                sprite.Play("deadside");
                facing = (Facings)(-Math.Sign(bounce.X));

                return;
            }

            bounce = Calc.AngleToVector(Calc.AngleApproach(bounce.Angle(), new Vector2(0 - player.Facing, 0f).Angle(), 0.5f), 1f);

            if (bounce.Y < 0f)
            {
                sprite.Play("deadup");
            }
            else
            {
                sprite.Play("deaddown");
            }
        }
Example #8
0
        public Option(string key)
        {
            this.Key = key;
            this.Tag = (int)Tags.HUD;

            int maxLineWidth = 1828;

            this.Text = FancyText.Parse(Dialog.Get(this.Key), maxLineWidth, -1);
            foreach (FancyText.Node node in this.Text.Nodes)
            {
                if (!(node is FancyText.Portrait portrait))
                {
                    continue;
                }

                this.Portrait = GFX.PortraitsSpriteBank.Create(portrait.SpriteId);
                this.Portrait.Play(portrait.IdleAnimation);
                this.PortraitSide = (Facings)portrait.Side;
                this.Textbox      = "textbox/" + portrait.Sprite + "_ask";
                XmlElement xml = GFX.PortraitsSpriteBank.SpriteData[portrait.SpriteId].Sources[0].XML;
                if (xml != null)
                {
                    this.PortraitSize = xml.AttrInt("size", 160);
                }

                break;
            }
        }
Example #9
0
        public override void Render()
        {
            if (this.Scene is Level level && level.Paused)
            {
                return;
            }

            float introEase     = Monocle.Ease.CubeOut(this.Ease);
            float highlightEase = Monocle.Ease.CubeInOut(this.Highlight);

            var position = this.Position;

            position.Y += (float)(-32.0 * (1.0 - introEase));
            position.X += highlightEase * 32f;

            Color color1 = Color.Lerp(Color.Gray, Color.White, highlightEase) * introEase;
            float alpha  = MathHelper.Lerp(0.6f, 1f, highlightEase) * introEase;

            GFX.Portraits[this.Textbox].Draw(position, Vector2.Zero, color1);

            Facings facings = this.PortraitSide;

            if (SaveData.Instance != null && SaveData.Instance.Assists.MirrorMode)
            {
                facings = (Facings)(-(int)facings);
            }

            float num2 = 100f;

            this.Portrait.Scale = Vector2.One * (num2 / this.PortraitSize);
            if (facings == Facings.Right)
            {
                this.Portrait.Position = position + new Vector2((float)(1380.0 - num2 * 0.5), 70f);
                this.Portrait.Scale.X *= -1f;
            }
            else
            {
                this.Portrait.Position = position + new Vector2((float)(20.0 + num2 * 0.5), 70f);
            }

            this.Portrait.Color = Color.White * (float)(0.5 + highlightEase * 0.5) * introEase;
            this.Portrait.Render();

            float   num3      = (float)((140.0 - ActiveFont.LineHeight * 0.699999988079071) / 2.0);
            Vector2 position1 = new Vector2(0.0f, position.Y + 70f);
            Vector2 justify   = new Vector2(0.0f, 0.5f);

            if (facings == Facings.Right)
            {
                justify.X   = 1f;
                position1.X = (float)(position.X + 1400.0 - 20.0) - num3 - num2;
            }
            else
            {
                position1.X = position.X + 20f + num3 + num2;
            }

            this.Text.Draw(position1, justify, Vector2.One * 0.7f, alpha);
        }
Example #10
0
        public static void InstantTeleport(Scene scene, Player player, string room, bool sameRelativePosition, float positionX, float positionY)
        {
            Level level = scene as Level;

            if (level == null)
            {
                return;
            }

            if (String.IsNullOrEmpty(room))
            {
                Vector2 playerRelativeOffset = (new Vector2(positionX, positionY) - player.Position);

                player.Position        = new Vector2(positionX, positionY);
                level.Camera.Position += playerRelativeOffset;
                player.Hair.MoveHairBy(playerRelativeOffset);
            }
            else
            {
                level.OnEndOfFrame += delegate
                {
                    Vector2 levelOffset  = level.LevelOffset;
                    Vector2 playerOffset = player.Position - level.LevelOffset;
                    Vector2 cameraOffset = level.Camera.Position - level.LevelOffset;
                    Facings facing       = player.Facing;

                    level.Remove(player);
                    level.UnloadLevel();
                    level.Session.Level        = room;
                    level.Session.RespawnPoint = level.GetSpawnPoint(new Vector2(level.Bounds.Left, level.Bounds.Top));
                    level.Session.FirstLevel   = false;
                    level.LoadLevel(Player.IntroTypes.Transition);

                    if (sameRelativePosition)
                    {
                        level.Camera.Position = level.LevelOffset + cameraOffset;
                        level.Add(player);
                        player.Position = level.LevelOffset + playerOffset;
                        player.Facing   = facing;
                        player.Hair.MoveHairBy(level.LevelOffset - levelOffset);
                    }
                    else
                    {
                        Vector2 playerRelativeOffset = (new Vector2(positionX, positionY) - level.LevelOffset - playerOffset);

                        level.Camera.Position = level.LevelOffset + cameraOffset + playerRelativeOffset;
                        level.Add(player);
                        player.Position = new Vector2(positionX, positionY);
                        player.Facing   = facing;
                        player.Hair.MoveHairBy(level.LevelOffset - levelOffset + playerRelativeOffset);
                    }

                    if (level.Wipe != null)
                    {
                        level.Wipe.Cancel();
                    }
                };
            }
        }
Example #11
0
 //public PlayerHair Hair;
 //public PlayerSprite Sprite;
 public RewindStateInfo(Vector2 pos, Facings dir, int dashes, string animation, int animframe)//,PlayerHair hair, PlayerSprite sprite)
 {
     Position  = pos;
     Facing    = dir;
     Dashes    = dashes;
     Animation = animation;
     Animframe = animframe;
 }
    void Update()
    {
        if (!goCharacter.animation.IsPlaying("Idle"))
        {
            if (bGrounded && fXAxis != 1 && fXAxis != 1 && fYAxis != 1 && fYAxis != -1)
            {
                eFacing = Facings.Idle;
                goCharacter.animation.Play("Idle");
                SendShadowMessage("ChangeFacing", 4);
            }
        }

        if (fAttackPauseTime > 0.0f)
        {
            fAttackPauseTime -= Time.deltaTime;
            if (fAttackPauseTime <= 0.0f)
            {
                bAttacking = false;
            }
        }

        if (fCurRopeScaleTime < fMaxRopeScaleTime)
        {
            fCurRopeScaleTime += Time.deltaTime;
            goRopeAttackBox.transform.localScale = new Vector3(fOriginalRopeXScale * fCurRopeScaleTime / fMaxRopeScaleTime, 1, 1);
            if (fCurRopeScaleTime > fMaxRopeScaleTime)
            {
                goRopeAttackBox.transform.localScale = new Vector3(fOriginalRopeXScale, 1, 1);
            }
        }

        //if currently attacking resolve it
        if (fCurAttackTime > 0)
        {
            if (bRopeAttack && fCurRopeScaleTime >= fMaxRopeScaleTime)
            {
                RopeHandler();
                fCurAttackTime -= Time.deltaTime;
            }
            else if (bSwordAttack)
            {
                fCurAttackTime -= Time.deltaTime;
            }
            else if (bRangedAttack)
            {
                fCurAttackTime -= Time.deltaTime;
            }
            else
            {
                fCurAttackTime -= Time.deltaTime;
            }

            if (fCurAttackTime <= 0)
            {
                goRopeAttackBox.SetActive(false);
            }
        }
    }
Example #13
0
    void Normal_Update()
    {
        if (CollisionSelf(PitLayer))
        {
            fsm.ChangeState(States.FallInPit, StateTransition.Overwrite);
        }

        if (CanRoll)
        {
            fsm.ChangeState(States.Roll, StateTransition.Overwrite);
            return;
        }

        // Movement
        Vector2 value = new Vector2(moveX, moveY);

        value.Normalize();
        Speed.x = Calc.Approach(Speed.x, value.x * MaxRun, RunAccel * Time.deltaTime);
        Speed.y = Calc.Approach(Speed.y, value.y * MaxRun, RunAccel * Time.deltaTime);

        // Aiming
        var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        //float angle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
        float angle = Mathf.Atan2(mousePos.y - transform.position.y, mousePos.x - transform.position.x) * 180 / Mathf.PI;

        var vectorMouse = new Vector2(mousePos.x - transform.position.x, mousePos.y - transform.position.y).normalized;

        if (PixelCameraFollower.instance != null)
        {
            PixelCameraFollower.instance.m_OffsetDir = vectorMouse;
        }

        if (angle < 0)
        {
            angle += 360f;
        }

        if (angle > 270 || angle < 90)
        {
            Facing = Facings.Right;
        }
        else
        {
            Facing = Facings.Left;
        }

        if (weapon != null)
        {
            weapon.SetRotation(angle);
        }

        // Weapon
        if ((input.GetButtonDown(playerNumber, InputAction.Fire) || input.GetButton(playerNumber, InputAction.Fire)) && weapon != null)
        {
            weapon.TryToTriggerWeapon();
        }
    }
Example #14
0
    private void DoTurn()
    {
        int index = (int)this.facing;

        this.animators[index].gameObject.SetActive(false);
        index = (index + 1) % 4;
        this.animators[index].gameObject.SetActive(true);
        this.facing = (Facings)index;
        this.transform.Rotate(this.transform.up, 90f);
    }
Example #15
0
    static int HitRateForAType(Effect effect, Unit attacker, Unit defender)
    {
        int retValue;

        // Step 1. Automatic Hit Conditions - CAN YOU GUARANTEE A HIT?
        if (ReturnEvent <bool>(effect, attacker, defender, automaticHitCheckEvent, false))
        {
            retValue = 100;
            goto Step8;
        }

        // Step 2. Reaction Check - CAN YOU GUARANTEE A MISS?
        if (ReturnEvent <bool>(effect, attacker, defender, automaticMissCheckEvent, false))
        {
            retValue = 0;
            goto Step9;
        }

        // Step 3. Retrieve Target's Evade stat - GET BASE EVADE STAT (FROM JOB & EQUIPMENT)
        int defenderEvade = defender.ModifiedStat(Stats.Evd);

        // Step 4. Work out Relative Facing - MODIFY EVADE STAT DUE TO ANGLE OF ATTACK
        Facings f = attacker.AngleOfAttack(defender);

        if (f == Facings.Side)
        {
            defenderEvade /= 2;
        }
        else if (f == Facings.Back)
        {
            defenderEvade /= 4;
        }

        // Step 5. Status Check - MODIFY EVADE DUE TO STATUS BOOSTS AND AILMENTS
        defenderEvade += ReturnEvent <int>(effect, attacker, defender, boostCheckEvent, 0);

        // Step 6. Cap Evade - CAP VALUE TO LEGAL RANGE
        defenderEvade = Mathf.Clamp(defenderEvade, 5, 95);

        // Step 7. Work out Hit Rate based on Evade
        retValue = 100 - defenderEvade;

        // Step 8. Final Checks
Step8:
        retValue = Mathf.FloorToInt(retValue * ReturnEvent <float>(effect, attacker, defender, finalCheckEvent, 1));

Step9:
        return(retValue);
    }
Example #16
0
    static int HitRateForSType(Effect effect, Unit attacker, Unit defender)
    {
        int retValue;

        // Step 1. Automatic Miss Conditions - IS TARGET IMMUNE?
        if (ReturnEvent <bool>(effect, attacker, defender, immunityCheckEvent, false))
        {
            retValue = 0;
            goto Step9;
        }

        // Step 2. Automatic Hit Conditions - CAN YOU GUARANTEE A HIT?
        if (ReturnEvent <bool>(effect, attacker, defender, vulnerabilityCheckEvent, false))
        {
            retValue = 100;
            goto Step8;
        }

        // Step 3. Retrieve Target's Evade stat - GET BASE EVADE STAT (FROM JOB & EQUIPMENT)
        int defenderResistance = defender.ModifiedStat(Stats.SRes);

        // Step 4. Status Check - MODIFY EVADE DUE TO STATUS BOOSTS AND AILMENTS
        defenderResistance += ReturnEvent <int>(effect, attacker, defender, boostCheckEvent, 0);

        // Step 5. Work out Relative Facing - MODIFY RESISTANCE STAT DUE TO ANGLE OF ATTACK
        Facings f = attacker.AngleOfAttack(defender);

        if (f == Facings.Side)
        {
            defenderResistance -= 10;
        }
        else if (f == Facings.Back)
        {
            defenderResistance -= 20;
        }

        // Step 6. Cap Resistance - CAP VALUE TO LEGAL RANGE
        defenderResistance = Mathf.Clamp(defenderResistance, 0, 100);

        // Step 7. Work out Hit Rate based on Resistance
        retValue = 100 - defenderResistance;

        // Step 8. Final Checks
Step8:
        retValue = Mathf.FloorToInt(retValue * ReturnEvent <float>(effect, attacker, defender, finalCheckEvent, 1));

Step9:
        return(retValue);
    }
Example #17
0
        public static Direction FromVector2(Vector2 vector)
        {
            var direction = new Direction
            {
                Facing = Facings.None
            };

            Facings directionIfHorizontal = vector.x < 0 ? Facings.Left : Facings.Right;
            Facings directionIfVertical   = vector.y > 0 ? Facings.Back : Facings.Front;

            bool shouldBeHorizontal = vector.x != 0 && Math.Abs(vector.x) >= Math.Abs(vector.y);

            direction.Facing = shouldBeHorizontal ? directionIfHorizontal : directionIfVertical;

            return(direction);
        }
Example #18
0
    private IEnumerator Roll_Enter()
    {
        if (weapon != null)
        {
            weapon.HideWeapon();
        }
        rollCooldownTimer = RollCooldownTime;
        Speed             = Vector2.zero;
        RollDir           = Vector2.zero;

        Vector2 value = new Vector2(moveX, moveY);

        if (value == Vector2.zero)
        {
            value = new Vector2((int)Facing, 0f);
        }
        else if (value.x == 0 && value.y > 0 && onGround)
        {
            value = new Vector2((int)Facing, value.y);
        }
        value.Normalize();
        Vector2 vector = value * RollSpeed;

        Speed   = vector;
        RollDir = value;
        if (RollDir.x != 0f)
        {
            Facing = (Facings)Mathf.Sign(RollDir.x);
        }

        // Screenshake
        if (CameraShaker.instance != null)
        {
            CameraShaker.instance.InitShake(0.125f, 1f);
        }

        // Invincibility
        health.invincible = true;

        yield return(new WaitForSeconds(RollTime));

        // Wait one extra frame
        yield return(null);

        fsm.ChangeState(States.Normal, StateTransition.Overwrite);
        yield break;
    }
Example #19
0
        private static void Player_Update(On.Celeste.Player.orig_Update orig, Player self)
        {
            DreamDashController controller = self.Scene.Tracker.GetEntity <DreamDashController>();

            if (controller != null)
            {
                if (Input.Dash.Pressed && Input.Aim.Value != Vector2.Zero)
                {
                    controller.dreamDashRedirect(self);
                }
            }

            Facings preOrigFacing = self.Facing;
            Vector2 preOrigScale  = self.Sprite.Scale;

            orig(self);

            if (wallPlayerRotations.TryGetValue(self, out var rotationHolder))
            {
                self.Facing       = preOrigFacing;
                self.Sprite.Scale = preOrigScale;

                Vector2 inputAim = Input.Aim.Value;

                if (inputAim != Vector2.Zero)
                {
                    float   inputAngleOffset = (inputAim.Angle() - rotationHolder.value + MathHelper.TwoPi) % MathHelper.TwoPi;
                    Facings newFacing        = self.Facing;

                    if (inputAngleOffset >= Math.PI * 0.75 && inputAngleOffset <= Math.PI * 1.25)
                    {
                        newFacing = Facings.Left;
                    }
                    else if (inputAngleOffset >= Math.PI * -0.25 && inputAngleOffset <= Math.PI * 0.25 || inputAngleOffset - MathHelper.TwoPi >= Math.PI * -0.25 && inputAngleOffset - MathHelper.TwoPi <= Math.PI * 0.25)
                    {
                        newFacing = Facings.Right;
                    }

                    if (self.Facing != newFacing)
                    {
                        self.Facing = newFacing;
                    }
                }
            }
        }
Example #20
0
        public EndPoint(Player player)
        {
            Tag = Tags.Global;

            facing = player.Facing;

            Collidable = false;
            Collider   = new Hitbox(8f, 11f, -4f, -11f);
            Position   = player.Position;
            Depth      = player.Depth + 1;
            Add(new PlayerCollider(OnCollidePlayer));
            Add(new BloomPoint(Vector2.UnitY * -8, 0.5f, 18f));
            Add(new VertexLight(Vector2.UnitY * -8, Color.White, 1f, 24, 48));

            // saved madeline sprite
            CreateMadelineSprite(player);
            SetSprite(player);
        }
Example #21
0
        public EndPoint(Player player)
        {
            this.player = player;
            facing      = player.Facing;
            LevelName   = player.SceneAs <Level>().Session.Level;

            Collidable = false;
            Collider   = new Hitbox(8f, 11f, -4f, -11f);
            Position   = player.Position;
            Depth      = player.Depth + 1;
            Add(new PlayerCollider(OnCollidePlayer));
            Add(new BloomPoint(Vector2.UnitY * -8, 0.5f, 18f));
            Add(new VertexLight(Vector2.UnitY * -8, Color.White, 1f, 24, 48));

            // saved madeline sprite
            CreateMadelineSprite();
            SetSprite();
        }
    //handles if the player needs to change facing and moving left
    void MoveLeft()
    {
        if (!(fYAxis < -.5f))
        {
            if (!goCharacter.animation.IsPlaying("Jump") && !goCharacter.animation.IsPlaying("Fall"))
            {
                goCharacter.animation.Play("Walk");
            }
            if (bGoingLeft)
            {
                transform.eulerAngles = new Vector3(0, 180, 0);
                bGoingLeft            = false;
                eFacing = Facings.Left;
            }

            if (!bAttacking || !bGrounded)
            {
                RaycastHit hit;
                if (Physics.Raycast(transform.position, transform.right, out hit, fWidth, lmGroundLayer.value))
                {
                    //print (hit.collider.tag);
                    if (hit.collider.tag != "Wall")
                    {
                        Vector3 test = transform.position + (transform.right * fMoveSpeed * Time.deltaTime);
                        if (CheckCanMoveInDirection(test))
                        {
                            transform.Translate(transform.right * fMoveSpeed * Time.deltaTime, Space.World);
                        }
                    }
                }
                else
                {
                    Vector3 test = transform.position + (transform.right * fMoveSpeed * Time.deltaTime);
                    if (CheckCanMoveInDirection(test))
                    {
                        transform.Translate(transform.right * fMoveSpeed * Time.deltaTime, Space.World);
                    }
                }

                bMoved = true;
            }
        }
        SendShadowMessage("ChangeFacing", 1);
    }
Example #23
0
    int AdjustForRelativeFacing(Unit attacker, Unit target, int rate)
    {
        Facings facing = attacker.GetFacings(target);

        switch (facing)
        {
        case Facings.Back:
            return(rate / 4);

        case Facings.Side_B:
            return(rate / 3);

        case Facings.Side_F:
            return(rate / 2);

        default:
            return(rate);
        }
    }
    void ChangeFacing(int newFacing)
    {
        switch (newFacing)
        {
        case 0:
            eFacing    = Facings.Right;
            vDirection = new Vector3(1.0f, 0, 0);
            break;

        case 1:
            eFacing    = Facings.Left;
            vDirection = new Vector3(-1.0f, 0, 0);
            break;

        case 2:
            eFacing    = Facings.Up;
            vDirection = new Vector3(0, 1.0f, 0);
            break;

        case 3:
            eFacing    = Facings.Crouch;
            vDirection = new Vector3(0, -1.0f, 0);
            break;

        case 4:
            eFacing = Facings.Idle;

            if (transform.eulerAngles == new Vector3(0, 0, 0))
            {
                vDirection = new Vector3(1.0f, 0, 0);
            }
            else
            {
                vDirection = new Vector3(-1.0f, 0, 0);
            }
            break;

        default:
            eFacing = Facings.Right;
            break;
        }
    }
Example #25
0
        public CustomPlayerDeadBody(Player player, Vector2 direction, bool endLevel = false, bool muted = true)
        {
            base.Depth = -1000000;

            this.player   = player;
            this.endLevel = endLevel;
            this.muted    = muted;

            facing   = player.Facing;
            Position = player.Position;

            Add(hair   = player.Hair);
            Add(sprite = player.Sprite);
            Add(light  = player.Light);

            sprite.Color     = Color.White;
            initialHairColor = hair.Color;
            bounce           = direction;

            Add(new Coroutine(DeathRoutine()));
        }
Example #26
0
        public static Vector2 GetAimVector(Facings defaultFacing = Facings.Right)
        {
            Vector2 vector2 = Aim.Value;

            if (vector2 == Vector2.zero)
            {
                //if (SaveData.Instance != null && SaveData.Instance.Assists.DashAssist)
                //    return Input.LastAim;
                LastAim = Vector2.right * (float)defaultFacing;
            }
            //else if (SaveData.Instance != null && SaveData.Instance.Assists.ThreeSixtyDashing)
            //{
            //    LastAim = vector2.normalized;
            //}
            else
            {
                float radiansA = vector2.Angle();
                float num      = (float)(0.392699092626572 - ((double)radiansA < 0.0 ? 1.0 : 0.0) * 0.0872664600610733);
                LastAim = (double)Util.AbsAngleDiff(radiansA, 0.0f) >= (double)num ? ((double)Util.AbsAngleDiff(radiansA, 3.141593f) >= (double)num ? ((double)Util.AbsAngleDiff(radiansA, -1.570796f) >= (double)num ? ((double)Util.AbsAngleDiff(radiansA, 1.570796f) >= (double)num ? new Vector2((float)Mathf.Sign(vector2.x), (float)Mathf.Sign(vector2.y)).normalized : new Vector2(0.0f, 1f)) : new Vector2(0.0f, -1f)) : new Vector2(-1f, 0.0f)) : new Vector2(1f, 0.0f);
            }
            return(LastAim);
        }
Example #27
0
        public override void OnEnter(Player player)
        {
            Level level = Engine.Scene as Level;

            level.OnEndOfFrame += delegate
            {
                new Vector2(level.LevelOffset.X + level.Bounds.Width - player.X, player.Y - level.LevelOffset.Y);
                Vector2 levelOffset = level.LevelOffset;
                Vector2 value       = player.Position - level.LevelOffset;
                Vector2 value2      = level.Camera.Position - level.LevelOffset;
                Facings facing      = player.Facing;
                level.Remove(player);
                level.UnloadLevel();
                level.Session.Dreaming     = true;
                level.Session.Level        = destLevel;
                level.Session.RespawnPoint = level.GetSpawnPoint(new Vector2(level.Bounds.Left, level.Bounds.Top));
                level.LoadLevel(Player.IntroTypes.Transition);
                level.Camera.Position          = level.LevelOffset + value2;
                level.Session.Inventory.Dashes = 1;
                player.Dashes = Math.Min(player.Dashes, 1);
                level.Add(player);
                player.Position = level.LevelOffset + value;
                player.Facing   = facing;
                player.Hair.MoveHairBy(level.LevelOffset - levelOffset);
                if (level.Wipe != null)
                {
                    level.Wipe.Cancel();
                }
                level.Flash(Color.White);
                level.Shake();
                if (spawnThunder)
                {
                    level.Add(new LightningStrike(new Vector2(player.X + 60f, level.Bounds.Bottom - 180), 10, 200f));
                    level.Add(new LightningStrike(new Vector2(player.X + 220f, level.Bounds.Bottom - 180), 40, 200f, 0.25f));
                    Audio.Play("event:/new_content/game/10_farewell/lightning_strike");
                }
            };
        }
Example #28
0
        public void ReadChunkData(BinaryReader reader)
        {
            HasData = true;

            InControl = reader.ReadBoolean();

            Position = new Vector2(reader.ReadSingle(), reader.ReadSingle());
            Speed    = new Vector2(reader.ReadSingle(), reader.ReadSingle());
            Rotation = reader.ReadSingle();
            Scale    = new Vector2(reader.ReadSingle(), reader.ReadSingle());
            Color    = new Color(reader.ReadByte(), reader.ReadByte(), reader.ReadByte(), reader.ReadByte());

            SpriteRate    = reader.ReadSingle();
            SpriteJustify = reader.ReadBoolean() ? (Vector2?)new Vector2(reader.ReadSingle(), reader.ReadSingle()) : null;

            Facing = (Facings)reader.ReadInt32();

            CurrentAnimationID    = reader.ReadNullTerminatedString();
            CurrentAnimationFrame = reader.ReadInt32();

            HairColor          = new Color(reader.ReadByte(), reader.ReadByte(), reader.ReadByte(), reader.ReadByte());
            HairSimulateMotion = reader.ReadBoolean();
        }
Example #29
0
    public void Update()
    {
        if (AutoFromVelocity)
        {
            var velocity = transform.position - m_LastPosition;
            if (velocity.x > MinAutoTurnVelocity)
            {
                Facing = Facings.Right;
            }
            else if (velocity.x < -MinAutoTurnVelocity)
            {
                Facing = Facings.Left;
            }
        }

        var scaleX = (Facing == Facings.Right) ? 1.0f : -1.0f;

        transform.localScale = new Vector3(
            scaleX, transform.localScale.y, transform.localScale.z
            );

        m_LastPosition = transform.position;
    }
Example #30
0
    private void GrabLedge(int targetY, int direction)
    {
        // Set the facing direction
        Facing = (Facings)direction;
        // The collider's extents on the Y axis (half of height)
        var extentsY = myCollider.bounds.extents.y + 1;

        // Set the Y position to the desired one according to our collider's size and the targetY
        transform.position = new Vector2(transform.position.x, (float)(targetY - extentsY));
        // Set the vertical speed to 0
        Speed.y = 0f;

        // We check for collisions with the ledge on the set direction
        while (!CheckColAtPlace(Vector2.right * direction, solid_layer))
        {
            transform.position = new Vector2(transform.position.x + direction, transform.position.y);
        }

        // Change the sprite scale to add extra feel
        SpriteScale = new Vector2(1.3f, 0.7f);
        // Change the state to the ledge grabbing state
        fsm.ChangeState(States.LedgeGrab, StateTransition.Overwrite);
    }
    void ChangeFacing(int newFacing)
    {
        switch(newFacing)
        {
        case 0:
            eFacing = Facings.Right;
            vDirection = new Vector3(1.0f, 0, 0);
            break;
        case 1:
            eFacing = Facings.Left;
            vDirection = new Vector3(-1.0f, 0, 0);
            break;
        case 2:
            eFacing = Facings.Up;
            vDirection = new Vector3(0, 1.0f, 0);
            break;
        case 3:
            eFacing = Facings.Crouch;
            vDirection = new Vector3(0, -1.0f, 0);
            break;
        case 4:
            eFacing = Facings.Idle;

            if(transform.eulerAngles == new Vector3(0, 0, 0))
                vDirection = new Vector3(1.0f, 0, 0);
            else
                vDirection = new Vector3(-1.0f, 0, 0);
            break;
        default:
            eFacing = Facings.Right;
            break;
        }
    }
    //handles if the player needs to change facing and moving left
    void MoveLeft()
    {
        if(!(fYAxis < -.5f))
        {
            if(!goCharacter.animation.IsPlaying("Jump") && !goCharacter.animation.IsPlaying("Fall"))
                goCharacter.animation.Play("Walk");
            if(bGoingLeft)
            {
                transform.eulerAngles = new Vector3(0, 180, 0);
                bGoingLeft = false;
                eFacing = Facings.Left;
            }

            if(!bAttacking || !bGrounded)
            {
                RaycastHit hit;
                if(Physics.Raycast(transform.position, transform.right, out hit, fWidth, lmGroundLayer.value))
                {
                    //print (hit.collider.tag);
                    if(hit.collider.tag != "Wall")
                    {
                        Vector3 test = transform.position + (transform.right * fMoveSpeed * Time.deltaTime );
                        if( CheckCanMoveInDirection( test ) )
                            transform.Translate(transform.right * fMoveSpeed * Time.deltaTime,Space.World);
                    }
                }
                else
                {
                    Vector3 test = transform.position + (transform.right * fMoveSpeed * Time.deltaTime );
                    if( CheckCanMoveInDirection( test ) )
                        transform.Translate(transform.right * fMoveSpeed * Time.deltaTime,Space.World);
                }

                bMoved = true;
            }
        }
        SendShadowMessage("ChangeFacing" , 1);
    }
 //handles the player crouching and informs the shadows to do the same
 void Crouch()
 {
     if(fYAxis < -.5f && fXAxis == 0)
     {
         bCrouch = true;
         eFacing = Facings.Crouch;
         SendShadowMessage("ChangeFacing" , 3);
     }
 }
 //handles the player crouching and informs the shadows to do the same
 void Crouch()
 {
     eFacing = Facings.Crouch;
     goCharacter.animation.Play("Duck");
     SendShadowMessage("ChangeFacing" , 3);
 }
 //handles the player looking up and informs the shadows to do the same
 void LookUp()
 {
     goCharacter.animation.Play("LookUp");
     eFacing = Facings.Up;
     SendShadowMessage("ChangeFacing" , 2);
 }
 //handles if the player needs to change facing and moving right
 void MoveRight()
 {
     if(fYAxis != -1)
     {
         if(!goCharacter.animation.IsPlaying("Jump") && !goCharacter.animation.IsPlaying("Fall"))
             goCharacter.animation.Play("Walk");
         if(!bGoingRight)
         {
             transform.eulerAngles = new Vector3(0, 0, 0);
             bGoingRight = true;
             eFacing = Facings.Right;
         }
         if(!bAttacking || !bGrounded)
         {
             RaycastHit hit;
             if(Physics.Raycast(transform.position, transform.right, out hit, fWidth, lmGroundLayer.value))
             {
                 if(hit.collider.tag != "Wall")
                 {
                     transform.Translate(transform.right * fMoveSpeed * Time.deltaTime,Space.World);
                 }
             }
             else
             {
                 transform.Translate(transform.right * fMoveSpeed * Time.deltaTime,Space.World);
             }
             bMoved = true;
         }
     }
     SendShadowMessage("ChangeFacing" , 0);//consider taking it out of if statement same in move left
 }
 //handles the player looking up and informs the shadows to do the same
 void LookUp()
 {
     if(fYAxis >= .75f)
     {
         bLookUp = true;
         eFacing = Facings.Up;
         SendShadowMessage("ChangeFacing" , 2);
     }
     else
     {
         bLookUp = false;
     }
 }
    // Update is called once per frame
    //checks to handle if the player has moved or if he was grounded but now is not or if he was not grounded but now is
    void Update()
    {
        if(fCurIdleTimer > 0)
            fCurIdleTimer -= Time.deltaTime;

        if(!bIncorporeal && fadeScript.bDemoOver)
            bIncorporeal = true;

        if(fCurComboResetTime > 0.0f)
        {
            fCurComboResetTime -= Time.deltaTime;
            if(fCurComboResetTime <= 0.0f)
            {
                bFirstAttack = true;
                bSecondAttack = false;
                bThirdAttack = false;
            }
        }

        if(fHealth > 0.0f)
        {
            if(Mathf.Abs(transform.position.x - goActivePlayer.transform.position.x) > fMaxDistanceFromActivePlayer && bIncorporeal)
            {
                transform.position = goActivePlayer.transform.position;
            }

            if(Input.GetKeyDown(KeyCode.Backslash))
            {
                Hurt(50);
            }

            //if not the active player, update that script
            if (bIncorporeal)
                FindActivePlayer();

            if(eFacing != Facings.Idle)
            {
                if(bGrounded && fXAxis == 0 && fYAxis == 0)
                {
                    eFacing = Facings.Idle;
                    SendShadowMessage("ChangeFacing" , 4);
                }
            }

            if(fAttackPauseTime > 0.0f)
            {
                fAttackPauseTime -= Time.deltaTime;
                if(fAttackPauseTime <= 0.0f)
                {
                    bAttacking = false;
                    foreach(GameObject go in goRightHandWeapons)
                    {
                        go.collider.enabled = false;
                    }
                    foreach(GameObject go in goLeftHandWeapons)
                    {
                        go.collider.enabled = false;
                    }
                }
            }
            if(fCurAttackTime > 0)
            {
                fCurAttackTime -= Time.deltaTime;
            }

            if(eFacing != Facings.Crouch)
            {
                bCrouch = false;
            }

            if(!(fYAxis <.75f))
            {
                bLookUp = true;
            }
            else
            {
                bLookUp = false;
            }

            //end of stuff from update

            if(bGrounded)
            {
                RaycastHit hit;
                if(
                    Physics.Raycast(transform.position+ transform.right*fWidth/2, -transform.up, out hit, fGroundDistance*2 + fHeight/2, 1 << lmGroundLayer)
                    || Physics.Raycast(transform.position - transform.right*fWidth/2, -transform.up, out hit, fGroundDistance*2 + fHeight/2, 1 << lmGroundLayer))
                {
                    if(hit.collider.tag != "Ground")
                    {
                        bGrounded = false;
                        bCanJump = false;
                        fCurFallTime = 0.0f;
                    }
                }
                else
                {
                    bGrounded = false;
                    bCanJump = false;
                    fCurFallTime = 0.0f;
                }
            }

            if(!bGrounded)
            {
                if(!bCanJump)
                {

                    bJumping = false;

                    if(fCurJumpTime == 0.0f || fCurJumpTime > fMinJumpTime)
                    {
                        if(fCurFallTime >= 0.0f)
                        {
                            transform.Translate((-transform.up * fFallSpeed * Time.deltaTime) + transform.up*fFallSpeed *Time.deltaTime* (((fMaxFallTime-fCurFallTime)/fMaxFallTime)));
                            fCurFallTime += Time.deltaTime;
                        }
                        else
                        {
                            transform.Translate(-transform.up * fFallSpeed * Time.deltaTime, Space.World);
                        }
                        bMoved = true;
                    }
                    else
                    {
                        bCanJump = true;
                        Jump();
                        bCanJump = false;
                        bStoppedJump = true;
                    }
                }
            }

            if(bMoved)
            {
                SendShadowMessage("AddPosition" , transform.position);
                SendShadowMessage("Move");
            }

            CheckForGroundPassThrough();

            SendAnimatorBools();
            bMoved = false;

            vPreviousPosition = transform.position;

            if(bAttacking)
                ComboHandler();
        }
    }
    void Update()
    {
        if(!goCharacter.animation.IsPlaying("Idle"))
        {
            if(bGrounded && fXAxis != 1 && fXAxis != 1 && fYAxis != 1 && fYAxis != -1)
            {
                eFacing = Facings.Idle;
                goCharacter.animation.Play("Idle");
                SendShadowMessage("ChangeFacing" , 4);
            }
        }

        if(fAttackPauseTime > 0.0f)
        {
            fAttackPauseTime -= Time.deltaTime;
            if(fAttackPauseTime <= 0.0f)
            {
                bAttacking = false;
            }
        }

        if(fCurRopeScaleTime < fMaxRopeScaleTime)
        {
            fCurRopeScaleTime += Time.deltaTime;
            goRopeAttackBox.transform.localScale = new Vector3(fOriginalRopeXScale * fCurRopeScaleTime/fMaxRopeScaleTime, 1, 1);
            if(fCurRopeScaleTime > fMaxRopeScaleTime)
                goRopeAttackBox.transform.localScale = new Vector3(fOriginalRopeXScale, 1, 1);

        }

        //if currently attacking resolve it
        if(fCurAttackTime > 0)
        {
            if(bRopeAttack && fCurRopeScaleTime >= fMaxRopeScaleTime)
            {
                RopeHandler();
                fCurAttackTime -= Time.deltaTime;
            }
            else if (bSwordAttack)
            {
                fCurAttackTime -= Time.deltaTime;
            }
            else if(bRangedAttack)
            {
                fCurAttackTime -= Time.deltaTime;
            }
            else
            {
                fCurAttackTime -= Time.deltaTime;
            }

            if(fCurAttackTime <= 0)
            {
                goRopeAttackBox.SetActive(false);
            }
        }
    }
 public BoxMesh(Vector3 min, Vector3 max, Facings facings, bool boxMap)
 {
     Min = min;
     Max = max;
     Facings = facings;
     BoxMap = boxMap;
 }
        //TODO: change Initialize to take a filepath to a file for that character, parse the file and add all expressions and stuff from here
        public void Initialize(string name)
        {
            //reference to this code later
            mName = name;
            mGObject = new GameObject(name);
            mGObject.transform.position = new Vector3(-30, 0, zValue);
            mPortrait = mGObject.AddComponent<SpriteRenderer>();
            //mExpressionRend = mGObject.AddComponent<SpriteRenderer>();
            currentFacing = Facings.left;

            mPoses = new Dictionary<string,string>();
            mExpressions = new Dictionary<string,string>();
        }
    void ChangeFacing(int newFacing)
    {
        switch(newFacing)
        {
        case 0:
            eFacing = Facings.Left;
            bGoingLeft = true;
            vDirection = new Vector3(1.0f, 0, 0);
            break;
        case 1:
            eFacing = Facings.Right;
            bGoingLeft = false;
            vDirection = new Vector3(-1.0f, 0, 0);
            break;
        case 2:
            eFacing = Facings.Up;
            bLookUp = true;
            bCrouch = false;
            vDirection = new Vector3(0, 1.0f, 0);
            break;
        case 3:
            eFacing = Facings.Crouch;
            bCrouch = true;
            bLookUp = false;
            vDirection = new Vector3(0, -1.0f, 0);
            break;
        case 4:
            eFacing = Facings.Idle;
            bIdle = true;
            bCrouch= false;
            bLookUp = false;

            if(transform.eulerAngles == new Vector3(0, 0, 0))
                vDirection = new Vector3(1.0f, 0, 0);
            else
                vDirection = new Vector3(-1.0f, 0, 0);
            break;
        default:
            eFacing = Facings.Right;
            break;
        }

        SetWeaponModels();

        foreach(GameObject go in goLeftHandWeapons)
        {
            go.collider.enabled = false;
        }
        foreach(GameObject go in goRightHandWeapons)
        {
            go.collider.enabled = false;
        }
    }
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Backslash))
            Hurt(2);

        //if not the active player, update that script
        if (bIncorporeal)
            FindActivePlayer ();
        if(!goCharacter.animation.IsPlaying("Idle"))
        {
            if(bGrounded && !(fXAxis > .5f)  && !(fXAxis < -.5f) && !(fYAxis >= .5f) && !(fYAxis <= -.5f))
            {
                eFacing = Facings.Idle;
                goCharacter.animation.Play("Idle");
                SendShadowMessage("ChangeFacing" , 4);
            }
        }

        if(fAttackPauseTime > 0.0f)
        {
            fAttackPauseTime -= Time.deltaTime;
            if(fAttackPauseTime <= 0.0f)
            {
                bAttacking = false;
            }
        }

        if(fCurRopeScaleTime < fMaxRopeScaleTime)
        {
            fCurRopeScaleTime += Time.deltaTime;
            foreach(GameObject pivot in goRopePivotPoints)
            {
                pivot.transform.localScale = new Vector3(fOriginalRopeXScale * fCurRopeScaleTime/fMaxRopeScaleTime, .1f, .1f);

                if(fCurRopeScaleTime > fMaxRopeScaleTime)
                    pivot.transform.localScale = new Vector3(fOriginalRopeXScale, .1f, .1f);
            }

        }

        //if currently attacking resolve it
        if(fCurAttackTime > 0)
        {
            if(bRopeAttack && fCurRopeScaleTime >= fMaxRopeScaleTime)
            {
                RopeHandler();
                fCurAttackTime -= Time.deltaTime;
            }
            else if (bSwordAttack)
            {
                fCurAttackTime -= Time.deltaTime;
            }
            else if(bRangedAttack)
            {
                fCurAttackTime -= Time.deltaTime;
            }
            else
            {
                fCurAttackTime -= Time.deltaTime;
            }

            if(fCurAttackTime <= 0)
            {
                foreach(GameObject attackbox in goRopeAttackBoxs)
                    attackbox.SetActive(false);
            }
        }

        //check if already too far away from active, pop back in view( to shadow's location
        //if( Vector3.Distance( transform.position, goActivePlayer.transform.position ) < fMaxDistanceFromActivePlayer )
        //{
        //	transform.position = ( goActivePlayer.transform.position + new Vector3( -3 * goActivePlayer.transform.right.x , 0 , 0) );
        //}
        /*if(!goCharacter.renderer.isVisible)
        {
            if(bMoreThan1Player)
            {
                FindActivePlayer();
                Vector3 vToActivePlayer = goActivePlayer.transform.position - transform.position;
                transform.Translate(vToActivePlayer.normalized * fMoveSpeed * Time.deltaTime * 3.0f);
            }
        }*/

        if(eFacing == Facings.Crouch)
        {
            bCrouch = true;
        }
        else
        {
            bCrouch = false;
        }
    }
        public void SetForMovement(Positions position, Facings facing, float fadeSpeed, float easeSpeed)
        {
            if(position != Positions.Offscreen)
                mPortrait.color = new Color( 1f, 1f, 1f, 0f );
            //mExpressionRend.color = new Color( 1f, 1f, 1f, 0f );

            easeDuration = easeSpeed;
            deltaAlpha = fadeSpeed;
            positionToGoTo = position;

            //find facing
            if( facing == Facings.auto )
            {
                if( position == Positions.Left1 || position == Positions.Left2 || position == Positions.Centre )
                    facing = Facings.right;
                else
                    facing = Facings.left;
            }

            if( facing != currentFacing )
            {
                //flip the sprite
                Vector3 scale = mPortrait.transform.localScale;
                scale.x *= -1;
                mPortrait.transform.localScale = scale;
                //set new currentFacing
                currentFacing = facing;
            }

            mGObject.transform.position = FindStartPlace( position );
        }
    public void ChangePosition(string character, Positions newPosition = Positions.Offscreen, Facings facing = Facings.auto, float fadeSpeed = 0, float easeSpeed = 0)
    {
        if(fadeSpeed == 0)
        {
            fadeSpeed = defaultDeltaAlpha;
        }
        if (easeSpeed == 0)
        {
            easeSpeed = defaultEasingDuration;
        }
        changingPortraits.Add(character);

        if(newPosition == Positions.Offscreen)
            fadeSpeed *= -1;

        Debug.Log( "<color=green>[Char Man]</color> Char trying to change pose:" + character + "To Position -" + newPosition.ToString());
        Debug.Assert( IsCharacter( character ), "CHRACTER IS NOT A CHARACTER" );

        characterList[character.ToLower()].SetForMovement(newPosition, facing, fadeSpeed, easeSpeed);
    }