Esempio n. 1
0
        public Link(Vector2 pos)
        {
            // ToDo: move to an appropriate place in this constructor
            AddComponent(new LinkLevelBehavior());

            this.name = "Link";

            // don't do any logic here, just add Components that do the logic
            Transform transform = GetComponent <Transform>();

            transform.position = pos;

            BasicSprite imageSprite = LinkSpriteFactory.Instance.CreateLinkWalkingUp();
            Sprite      sprite      = new Sprite(imageSprite);

            sprite.SetAnimate(false);
            AddComponent(sprite);


            var wideLink = new WideLink();

            transform.AddChild(wideLink);
            var sword = new Sword();

            transform.AddChild(sword);
            BehaviorScript script = new LinkBehavior(sword, wideLink);

            AddComponent(script);

            BehaviorScript inventory = new LinkInventory();

            AddComponent(inventory);

            BehaviorScript healthManagement = new LinkHealthManagement();

            AddComponent(healthManagement);

            Collider coll = new Collider(new RectangleF(6, 38, 30, 24));

            AddComponent(coll);
            coll.response = new LinkCollisionResponse(this);

            Constants.SetLayerDepth(this, Constants.LayerDepth.Player);

            BehaviorScript xp = new LinkXPManager();

            AddComponent(xp);

            //transform.AddChild(new TransformTest());
        }
Esempio n. 2
0
        public override void Update(GameTime gameTime)
        {
            Sprite    sprite    = entity.GetComponent <Sprite>();
            Collider  collider  = entity.GetComponent <Collider>();
            Transform transform = entity.GetComponent <Transform>();
            float     speed     = Constants.LINK_MOVEMENT_SPEED;
            float     delta     = (float)gameTime.ElapsedGameTime.TotalMilliseconds;



            // Movement handling
            inputs.Clear();

            if (Input.Down(Inputs.LEFT))
            {
                inputs.Add(Inputs.LEFT);
            }
            if (Input.Down(Inputs.RIGHT))
            {
                inputs.Add(Inputs.RIGHT);
            }
            if (Input.Down(Inputs.UP))
            {
                inputs.Add(Inputs.UP);
            }
            if (Input.Down(Inputs.DOWN))
            {
                inputs.Add(Inputs.DOWN);
            }


            // Override left/right movements
            if (inputs.Contains(Inputs.DOWN) || inputs.Contains(Inputs.UP))
            {
                inputs.Remove(Inputs.LEFT);
                inputs.Remove(Inputs.RIGHT);
            }

            // Apply transformation based on remaining directions in set
            if (inputs.Contains(Inputs.RIGHT))
            {
                linkDirection         = Constants.Direction.RIGHT;
                transform.position.X += delta * speed;
            }
            if (inputs.Contains(Inputs.LEFT))
            {
                linkDirection         = Constants.Direction.LEFT;
                transform.position.X -= delta * speed;
            }
            if (inputs.Contains(Inputs.UP))
            {
                linkDirection         = Constants.Direction.UP;
                transform.position.Y -= delta * speed;
            }
            if (inputs.Contains(Inputs.DOWN))
            {
                linkDirection         = Constants.Direction.DOWN;
                transform.position.Y += delta * speed;
            }

            //print("{" + string.Join(", ", inputs) + "}, " + linkDirection);
            //print(linkDirection);

            // Set Link's sprite
            if (linkDirection != oldLinkDirection)
            {
                sprite.SetAnimate(true);
                switch (linkDirection)
                {
                case Constants.Direction.UP:
                    sprite.SetSprite(LinkMoveUp);
                    break;

                case Constants.Direction.DOWN:
                    sprite.SetSprite(LinkMoveDown);
                    break;

                case Constants.Direction.LEFT:
                    sprite.SetSprite(LinkMoveLeft);
                    break;

                case Constants.Direction.RIGHT:
                    sprite.SetSprite(LinkMoveRight);
                    break;
                }
            }

            oldLinkDirection = linkDirection;

            if (inputs.Count == 0)
            {
                sprite.SetAnimate(false);
            }


            // Damage handling
            if (damaged)
            {
                switch ((damage_frame / step) % 4)
                {
                case 0:
                    sprite.tint = Color.Blue;
                    break;

                case 1:
                    sprite.tint = Color.White;
                    break;

                case 2:
                    sprite.tint = Color.DarkGray;
                    break;

                case 3:
                    sprite.tint = Color.Red;
                    break;

                default:
                    //Console.Write("WAHT");
                    break;
                }
                if (++damage_frame == Constants.LINK_DAMAGE_FRAMES)
                {
                    damage_frame = 0;
                    damaged      = false;
                    entity.GetComponent <LinkHealthManagement>().immune = false;
                }
            }

            // Attack handling
            var swordTransform = sword.GetComponent <Transform>();

            if (Input.Down(Input.Inputs.ATTACK) || attacking)
            {
                //Shoot sword. Only happens first time.
                // Cleaner to do it here than inside the next switch statement.Way better readability(imo) and roughly equivalent performance
                if (entity.GetComponent <LinkHealthManagement>().health == Constants.LINK_STARTING_HEALTH)
                {
                    if (!attacking)
                    {
                        ShootSword(linkDirection);
                    }
                }

                attacking = true;

                Sound.PlaySound(Sound.SoundEffects.Sword_Slash, entity, !Sound.SOUND_LOOPS);
                sprite.SetAnimate(true);


                sword.State = Levels.EntityStates.Playing;
                switch (linkDirection)
                {
                case Constants.Direction.UP:
                    sprite.SetSprite(LinkSwordUp);
                    swordTransform.position = sword.Up;
                    break;

                case Constants.Direction.DOWN:
                    sprite.SetSprite(LinkSwordDown);
                    swordTransform.position = sword.Down;
                    break;

                case Constants.Direction.LEFT:
                    sprite.SetSprite(LinkSwordLeft);
                    swordTransform.position = sword.Left;
                    break;

                case Constants.Direction.RIGHT:
                    sprite.SetSprite(LinkSwordRight);
                    swordTransform.position = sword.Right;
                    break;
                }



                if (++attack_frame == Constants.LINK_ATTACK_FRAMES + 1)
                //if (++attack_frame == 300)
                {
                    attacking    = false;
                    attack_frame = 0;
                }
            }
            else
            {
                sword.State             = Levels.EntityStates.Disabled;
                swordTransform.position = sword.Home;
            }


            if (Input.KeyDown(Keys.B))
            {
                LinkInventory linkInventory = entity.GetComponent <LinkInventory>();
                linkInventory.LinkUseBItem();
            }
            else if (Input.KeyDown(Keys.D1)) // DELETE THIS // DELETE THIS // TESTING ONLY
            {
                LinkInventory linkInventory = entity.GetComponent <LinkInventory>();
                if (linkInventory.useInventory[(int)ItemInventory.UseInventory.BOMB].amount.current > 0)
                {
                    Sound.PlaySound(Sound.SoundEffects.Bomb_Drop, entity, !Sound.SOUND_LOOPS); // No way to tell if it's a bomb from item class, so we play it from here
                    Item bomb = new Item(ItemSpriteFactory.Instance.CreateBomb(), transform.position + bombAdd);
                    bomb.AddComponent(new BombBehaviorScript());
                    Scene.Add(bomb);
                    linkInventory.useInventory[(int)ItemInventory.UseInventory.BOMB].amount.AddCurrent(-1);

                    // Console.WriteLine("Bomb Amount = " + inventory.useInventory[(int)LinkInventory.UseInventory.BOMB].amount);
                }
            }
            //else if (!keyPressed)
            //{
            //    keyPressed = true;
            //    sprite.SetAnimate(true);
            //    BasicSprite linkSprite = sprite.sprite;
            //    if (Input.Down(Input.Inputs.RIGHT))
            //    {
            //        linkDirection = Constants.Direction.RIGHT;
            //        bombAdd = new Vector2(linkSprite.frames[linkSprite.currentFrame].Width * linkSprite.scalar, 0);
            //    }
            //    else if (Input.Down(Input.Inputs.LEFT))
            //    {
            //        linkDirection = Constants.Direction.LEFT;
            //        bombAdd = new Vector2(-linkSprite.frames[linkSprite.currentFrame].Width * linkSprite.scalar, 0);
            //    }
            //    else if (Input.Down(Input.Inputs.UP))
            //    {
            //        linkDirection = Constants.Direction.UP;
            //        bombAdd = new Vector2(0, -linkSprite.frames[linkSprite.currentFrame].Height * linkSprite.scalar);
            //    }
            //    else if (Input.Down(Input.Inputs.DOWN))
            //    {
            //        linkDirection = Constants.Direction.DOWN;
            //        bombAdd = new Vector2(0, linkSprite.frames[linkSprite.currentFrame].Height * linkSprite.scalar);
            //    }
            //    else
            //    {
            //        keyPressed = false;
            //        // Determines which way to idle Link
            //        switch (linkDirection)
            //        {
            //            case Constants.Direction.UP:
            //                sprite.SetSprite(LinkMoveUp);
            //                break;
            //            case Constants.Direction.DOWN:
            //                sprite.SetSprite(LinkMoveDown);
            //                break;
            //            case Constants.Direction.LEFT:
            //                sprite.SetSprite(LinkMoveLeft);
            //                break;
            //            case Constants.Direction.RIGHT:
            //                sprite.SetSprite(LinkMoveRight);
            //                break;
            //        }
            //        sprite.SetAnimate(false);
            //    }
            //}
            //else
            //{
            //    // Determines which way to move Link
            //    switch (linkDirection)
            //    {
            //        case Constants.Direction.UP:
            //            transform.position.Y -= delta * speed;
            //            sprite.SetSprite(LinkMoveUp);

            //            keyPressed = Input.Down(Input.Inputs.UP);
            //            break;
            //        case Constants.Direction.DOWN:
            //            transform.position.Y += delta * speed;
            //            sprite.SetSprite(LinkMoveDown);

            //            keyPressed = Input.Down(Input.Inputs.DOWN);
            //            break;
            //        case Constants.Direction.LEFT:
            //            transform.position.X -= delta * speed;
            //            sprite.SetSprite(LinkMoveLeft);

            //            keyPressed = Input.Down(Input.Inputs.LEFT);
            //            break;
            //        case Constants.Direction.RIGHT:
            //            transform.position.X += delta * speed;
            //            sprite.SetSprite(LinkMoveRight);

            //            keyPressed = Input.Down(Input.Inputs.RIGHT);
            //            break;
            //    }
            //}



            // ToDo: Handle picking up items
            if (picking_up_item)
            {
                picking_up_time   += delta;
                transform.position = transform.lastPosition;
                entity.GetComponent <LinkHealthManagement>().immune = true;
                switch (linkHands)
                {
                case 1:
                    sprite.SetSprite(LinkPickUpOneHand);
                    sprite.SetAnimate(true);
                    break;

                case 2:
                    sprite.SetSprite(LinkPickUpTwoHands);
                    sprite.SetAnimate(true);
                    break;
                }
                if (picking_up_time >= Constants.LINK_PICKUP_TIME_MS)
                {
                    picking_up_item = false;
                    picking_up_time = 0;
                    entity.GetComponent <LinkHealthManagement>().immune = false;
                }
            }
        }
Esempio n. 3
0
        public override void Update(GameTime gameTime)
        {
            Sprite        sprite        = entity.GetComponent <Sprite>();
            Collider      collider      = entity.GetComponent <Collider>();
            Transform     transform     = entity.GetComponent <Transform>();
            LinkInventory linkInventory = entity.GetComponent <LinkInventory>();
            BasicSprite   linkSprite    = sprite.sprite;
            float         speed         = Constants.LINK_MOVEMENT_SPEED;
            float         delta         = (float)gameTime.ElapsedGameTime.TotalMilliseconds;

            // set initial bomb to up
            if (BombAdd.X == 0 && BombAdd.Y == 0)
            {
                BombAdd = new Vector2(0, -linkSprite.frames[linkSprite.currentFrame].Height * linkSprite.scalar);
                linkInventory.SetBombPos(BombAdd);
            }

            // Movement handling
            inputs.Clear();

            if (!GameStateManager.Transition)
            {
                if (Down(Inputs.LEFT))
                {
                    inputs.Add(Inputs.LEFT);
                }
                if (Down(Inputs.RIGHT))
                {
                    inputs.Add(Inputs.RIGHT);
                }
                if (Down(Inputs.UP))
                {
                    inputs.Add(Inputs.UP);
                }
                if (Down(Inputs.DOWN))
                {
                    inputs.Add(Inputs.DOWN);
                }
            }

            //var wideLinkColl = wideLink.GetComponent<Collider>();

            //print(wideLinkColl.CollidingWithRigid);
            //// If Link can move up/down, remove left/right inputs
            //if (wideLinkColl.CollidingWithRigid)
            //{
            //    if (
            //        (inputs.Contains(Inputs.LEFT) || inputs.Contains(Inputs.RIGHT)) &&
            //        (inputs.Contains(Inputs.UP) || inputs.Contains(Inputs.DOWN))
            //        )
            //    {
            //        switch (linkDirection)
            //        {
            //            case Constants.Direction.DOWN:
            //            case Constants.Direction.UP:
            //                inputs.Remove(Inputs.UP);
            //                inputs.Remove(Inputs.DOWN);
            //                break;
            //            case Constants.Direction.LEFT:
            //            case Constants.Direction.RIGHT:
            //                inputs.Remove(Inputs.RIGHT);
            //                inputs.Remove(Inputs.LEFT);
            //                break;
            //        }
            //    }
            //    //if (inputs.Contains(Inputs.LEFT) || inputs.Contains(Inputs.RIGHT))
            //    //{

            //    //    inputs.Remove(Inputs.LEFT);
            //    //    inputs.Remove(Inputs.RIGHT);
            //    //}

            //    //inputs.Remove(Inputs.UP);
            //    //inputs.Remove(Inputs.DOWN);
            //}

            // Else if Link cannot move up/down, remove up/down inputs and go left/right


            //print(inputs.Count);

            // Override left/right movements
            if (inputs.Contains(Inputs.DOWN) || inputs.Contains(Inputs.UP))
            {
                inputs.Remove(Inputs.LEFT);
                inputs.Remove(Inputs.RIGHT);
            }


            // Apply transformation based on remaining directions in set
            if (inputs.Contains(Inputs.RIGHT))
            {
                linkDirection         = Constants.Direction.RIGHT;
                transform.position.X += delta * speed;
            }
            if (inputs.Contains(Inputs.LEFT))
            {
                linkDirection         = Constants.Direction.LEFT;
                transform.position.X -= delta * speed;
            }
            if (inputs.Contains(Inputs.UP))
            {
                linkDirection         = Constants.Direction.UP;
                transform.position.Y -= delta * speed;
            }
            if (inputs.Contains(Inputs.DOWN))
            {
                linkDirection         = Constants.Direction.DOWN;
                transform.position.Y += delta * speed;
            }

            //print("{" + string.Join(", ", inputs) + "}, " + linkDirection);
            //print(linkDirection);

            // Set Link's sprite
            if (linkDirection != oldLinkDirection)
            {
                sprite.SetAnimate(true);
                switch (linkDirection)
                {
                case Constants.Direction.UP:
                    sprite.SetSprite(LinkMoveUp);
                    BombAdd = new Vector2(0, -linkSprite.frames[linkSprite.currentFrame].Height * linkSprite.scalar);
                    break;

                case Constants.Direction.DOWN:
                    sprite.SetSprite(LinkMoveDown);
                    BombAdd = new Vector2(0, linkSprite.frames[linkSprite.currentFrame].Height * linkSprite.scalar);
                    break;

                case Constants.Direction.LEFT:
                    sprite.SetSprite(LinkMoveLeft);
                    BombAdd = new Vector2(-linkSprite.frames[linkSprite.currentFrame].Width * linkSprite.scalar, 0);
                    break;

                case Constants.Direction.RIGHT:
                    sprite.SetSprite(LinkMoveRight);
                    BombAdd = new Vector2(linkSprite.frames[linkSprite.currentFrame].Width * linkSprite.scalar, 0);
                    break;
                }
                linkInventory.SetBombPos(BombAdd);
            }
            // Link should animate when walking the same direction
            sprite.AnimateIfNotAnimating();

            oldLinkDirection = linkDirection;

            if (inputs.Count == 0)
            {
                sprite.SetAnimate(false);
            }

            // Attack handling
            var swordTransform = sword.GetComponent <Transform>();

            if (Down(Inputs.ATTACK) || attacking)
            {
                //Shoot sword. Only happens first time.
                // Cleaner to do it here than inside the next switch statement.Way better readability(imo) and roughly equivalent performance
                if (entity.GetComponent <LinkHealthManagement>().health == Constants.LINK_STARTING_HEALTH)
                {
                    if (!attacking)
                    {
                        ShootSword(linkDirection);
                    }
                }

                attacking = true;

                Sound.PlaySound(Sound.SoundEffects.Sword_Slash, entity, !Sound.SOUND_LOOPS);
                sprite.SetAnimate(true);


                sword.State = Levels.EntityStates.Playing;
                switch (linkDirection)
                {
                case Constants.Direction.UP:
                    sprite.SetSprite(LinkSwordUp);
                    swordTransform.position = sword.Up;
                    break;

                case Constants.Direction.DOWN:
                    sprite.SetSprite(LinkSwordDown);
                    swordTransform.position = sword.Down;
                    break;

                case Constants.Direction.LEFT:
                    sprite.SetSprite(LinkSwordLeft);
                    swordTransform.position = sword.Left;
                    break;

                case Constants.Direction.RIGHT:
                    sprite.SetSprite(LinkSwordRight);
                    swordTransform.position = sword.Right;
                    break;
                }



                if (++attack_frame == Constants.LINK_ATTACK_FRAMES + 1)
                //if (++attack_frame == 300)
                {
                    attacking    = false;
                    attack_frame = 0;
                }
            }
            else
            {
                sword.State             = Levels.EntityStates.Disabled;
                swordTransform.position = sword.Home;
            }


            if (Down(Inputs.B_ITEM))
            {
                linkInventory.LinkUseBItem();
            }
            else if (Down(Inputs.BOMB)) // DELETE THIS // DELETE THIS // TESTING ONLY
            {
                if (linkInventory.useInventory[(int)ItemInventory.UseInventory.BOMB].amount.current > 0)
                {
                    Sound.PlaySound(Sound.SoundEffects.Bomb_Drop, entity, !Sound.SOUND_LOOPS); // No way to tell if it's a bomb from item class, so we play it from here
                    Item bomb = new Item(ItemSpriteFactory.Instance.CreateBomb(), transform.WorldPosition + BombAdd);
                    bomb.AddComponent(new BombBehaviorScript());
                    Scene.Add(bomb);
                    linkInventory.useInventory[(int)ItemInventory.UseInventory.BOMB].amount.AddCurrent(-1);

                    // Console.WriteLine("Bomb Amount = " + inventory.useInventory[(int)LinkInventory.UseInventory.BOMB].amount);
                }
            }

            // ToDo: Handle picking up items
            if (picking_up_item)
            {
                picking_up_time   += delta;
                transform.position = transform.lastPosition;
                entity.GetComponent <LinkHealthManagement>().immune = true;
                switch (linkHands)
                {
                case 1:
                    sprite.SetSprite(LinkPickUpOneHand);
                    sprite.SetAnimate(true);
                    break;

                case 2:
                    sprite.SetSprite(LinkPickUpTwoHands);
                    sprite.SetAnimate(true);
                    break;
                }
                if (picking_up_time >= Constants.LINK_PICKUP_TIME_MS)
                {
                    picking_up_item = false;
                    picking_up_time = 0;
                    entity.GetComponent <LinkHealthManagement>().immune = false;
                }
            }
        }