コード例 #1
0
        public Entity(SerializationInfo info, StreamingContext cntxt) : base(info, cntxt)
        {
            Name      = (string)info.GetValue("Entity_Name", typeof(string));
            Equipment = (Equipment)info.GetValue("Entity_Equipment", typeof(Equipment));
            Stats     = (EntityStats)info.GetValue("Entity_Stats", typeof(EntityStats));
            XPValue   = (int)info.GetValue("Entity_XPValue", typeof(int));
            facing    = (Direction)info.GetValue("Entity_Facing", typeof(Direction));
            MAX_SPEED = (float)info.GetValue("Entity_MaxSpeed", typeof(float));
            msVel     = (Vector2)info.GetValue("Entity_MsVel", typeof(Vector2));
            bounds    = (EntityBounds)info.GetValue("Entity_EBounds", typeof(EntityBounds));
            State     = (EntityState)info.GetValue("Entity_State", typeof(EntityState));

            // Init entity in loaded classes
            Stats.setEntity(this);
            EBounds.setEntity(this);
            Equipment.setEntity(this);

            // Un-saved values
            GScreen         = (GameScreen)ScreenManager.getScreen(ScreenId.Game);
            lastHitPart     = EntityPart.Body;
            jumpDelay       = attackDelay = showHpTicks = 0;
            speedMultiplier = MAX_SPEED;
            pDrops          = new PossibleDrop[0];
            sprite.setFrame(250, 3);
        }
コード例 #2
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ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
        // return True if move successful
        private Boolean moveXWithVelocity(int vel)
        {
            int oldX = EBounds.X;

            EBounds.moveX(vel);
            if (Bounds.Right > Map.getPixelWidth())
            {
                EBounds.moveX((Map.getPixelWidth() - Bounds.Width) - Bounds.X);
            }
            else if (Bounds.Left <= 0)
            {
                EBounds.moveX(-Bounds.X);
            }
            else if (vel > 0)
            {
                int newX = Map.checkBoundsXRight(Bounds, facing);
                if (!freeMoveForward)
                {
                    updateBoundsX(newX);
                }
            }
            else if (vel < 0)
            {
                int newX = Map.checkBoundsXLeft(Bounds, facing);
                if (!freeMoveForward)
                {
                    updateBoundsX(newX);
                }
            }

            return(oldX != EBounds.X);
        }
コード例 #3
0
ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
 protected void setState(EntityState State)
 {
     if (Alive || State == EntityState.Dying || State == EntityState.Dead)
     {
         EBounds.resetPositions();  // Resets position
         Stats.resetReducers();
         this.State = State;
     }
 }
コード例 #4
0
ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
 public void duck()
 {
     if (isOnFloor)
     {
         setState(EntityState.Crouching);
         EBounds.duck(); // Resets position
         setXSpeedPerMs(0);
         Stats.headMultiplier -= 0.1f;
         Stats.legsMultiplier += 0.2f;
     }
 }
コード例 #5
0
ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
 public void block()
 {
     // Must wait a while after attacking to block again
     if (isOnFloor && attackDelay < ATTACK_DELAY_MS * 0.8)
     {
         setState(EntityState.Blocking);
         EBounds.block(facing); // Resets position
         setXSpeedPerMs(0);
         Stats.bodyMultiplier += 0.5f;
         Stats.headMultiplier += 0.2f;
     }
 }
コード例 #6
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ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
 private void updateBoundsX(int newX)
 {
     if (shouldFall())
     {
         fallWithGravity();
     }
     else if (newX != Bounds.X)
     {
         EBounds.moveX(newX - Bounds.X);
         // msVel.X = 0;
     }
 }
コード例 #7
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 private void updateBoundsX(TileMap map, int newX)
 {
     if (!isOnFloor && State != EntityState.Jumping)
     {
         fallWithGravity();
     }
     else if (newX != bounds.X)
     {
         EBounds.moveX(newX - bounds.X);
         // msVel.X = 0;
     }
 }
コード例 #8
0
ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
        public override void draw(SpriteBatch spriteBatch, Point offset, TimeSpan elapsed)
        {
            if (SlatedToRemove)
            {
                return;
            }

            Rectangle pRect = EBounds.Rect;

            pRect.Offset(offset);
            Texture2D sprite = getSprite(elapsed.Milliseconds);

            if (isFacingForward())
            {
                spriteBatch.Draw(sprite, pRect, Color.White);
            }
            else
            {
                spriteBatch.Draw(sprite, pRect, sprite.Bounds, Color.White, 0, Vector2.Zero, SpriteEffects.FlipHorizontally, 0);
            }

            // Was hit resently, show hp bar
            if (Alive && showHpTicks != 0)
            {
                Rectangle hpRect = EBounds.Rect;
                hpRect.Offset(offset);
                hpRect.X     += (int)(hpRect.Width * 0.125); // Offset and a bit over from the absolute left side
                hpRect.Y     -= 7;
                hpRect.Height = 3;
                hpRect.Width  = (int)Math.Round(hpRect.Width * 0.75 * Stats.HpPercent) + 1;
                spriteBatch.Draw(ScreenManager.WhiteRect, hpRect, Color.Red);

                Vector2 vect = ScreenManager.Small_Font.MeasureString(Name);
                spriteBatch.DrawString(ScreenManager.Small_Font, Name, new Vector2(pRect.Center.X - vect.X / 2, hpRect.Y - 19), Color.White);

                Rectangle lastRect = EBounds.getRectFromPart(lastHitPart);
                if (showHpTicks > HP_BAR_SHOW_MS / 2 && lastRect.Width != 0)
                {
                    lastRect.Offset(offset);
                    lastRect.X    += (int)(lastRect.Height * 0.1);
                    lastRect.Width = (int)(pRect.Width * 0.8);
                    spriteBatch.Draw(ScreenManager.WhiteRect, lastRect, HIT_BOX_COLOR);
                }
            }
        }
コード例 #9
0
ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
        public Entity(SerializationInfo info, StreamingContext cntxt) : base(info, cntxt)
        {
            Name       = (string)info.GetValue("Name", typeof(string));
            Equipment  = (Equipment)info.GetValue("Equipment", typeof(Equipment));
            Stats      = (EntityStats)info.GetValue("Stats", typeof(EntityStats));
            facing     = (Direction)info.GetValue("Facing", typeof(Direction));
            Bounds     = (EntityBounds)info.GetValue("EBounds", typeof(EntityBounds));
            State      = (EntityState)info.GetValue("State", typeof(EntityState));
            Properties = (Dictionary <string, bool>)info.GetValue("Props", typeof(Dictionary <string, bool>));

            // Init entity in loaded classes
            Stats.setEntity(this);
            EBounds.setEntity(this);
            Equipment.setEntity(this);

            // Un-saved values
            commonEntityInit();
        }
コード例 #10
0
ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
 protected void die()
 {
     EBounds.die();
     msVel.X = msVel.Y = 0;
     State   = EntityState.Dying;
 }
コード例 #11
0
ファイル: Entity.cs プロジェクト: maraver/Scroller-RPG
        public override void update(TimeSpan elapsed)
        {
            if (SlatedToRemove)
            {
                return;
            }

            // ### Tick updates
            Moved           = false;
            tElapsed        = elapsed;
            freeMoveForward = false;

            if (attackDelay > 0)
            {
                attackDelay -= elapsed.Milliseconds;
            }
            if (showHpTicks > 0)
            {
                showHpTicks -= elapsed.Milliseconds;
            }

            // ### Update entity State
            isOnFloor = Map.isRectOnFloor(EBounds, facing, this);

            if (!Alive)
            {
                if (State == EntityState.Dead)
                {
                    return;
                }
                else if (State != EntityState.Dying)
                {
                    die();
                }
                else if (!isOnFloor)
                {
                    EBounds.moveY(2);
                }
                else
                {
                    setState(EntityState.Dead);
                    dropItems();
                }

                return;
            }

            // ### Update movement State based on movement
            if (msVel.X != 0 && State != EntityState.Jumping)
            {
                setState(EntityState.Moving);
                if (msVel.X < 0)
                {
                    facing = Direction.Left;
                }
                else
                {
                    facing = Direction.Right;
                }
            }
            else if (State == EntityState.Moving)     // If State still 'Moving' but not moving, change State
            {
                setState(EntityState.Standing);
            }

            // ### Update X position

            int currXSpeed = (int)(getRealXSpeed() * speedMultiplier);

            if (attackDelay > ATTACK_DELAY_MS * 0.625f && speedMultiplier > 0.25f) // If attacked recently while jumping, move slower
            {
                speedMultiplier *= 0.93f;
            }
            else if (speedMultiplier < MAX_SPEED)
            {
                speedMultiplier += 0.033f;
            }
            else
            {
                speedMultiplier = MAX_SPEED; // Don't overshoot
            }
            Moved = moveXWithVelocity(currXSpeed);

            // ### Update Y Position

            if (State == EntityState.Jumping)   // Gravity
            {
                msVel.Y -= GRAVITY_PER_MS;
            }
            else if (jumpDelay > 0)     // Tick jump delay
            {
                jumpDelay -= elapsed.Milliseconds;
            }

            // Subtract so everything else doesn't have to be switched (0 is top)
            EBounds.moveY((int)-getRealYSpeed());
            if (Bounds.Top >= Map.getPixelHeight() - Bounds.Height / 2)
            {
                EBounds.moveY((int)getRealYSpeed());  // Undo the move
                fallWithGravity();
            }
            else if (Bounds.Bottom <= 0)
            {
                EBounds.moveY((int)getRealYSpeed());  // Undo the move
                hitGround();
            }
            else if (getRealYSpeed() > 0)
            {
                int newY = Map.checkBoundsYUp(Bounds, facing);
                if (newY != Bounds.Y)               // Hit something
                {
                    EBounds.moveY(newY - Bounds.Y); // Move down correct amount (+)
                    fallWithGravity();
                }
            }
            else if (getRealYSpeed() < 0)
            {
                int newY = Map.checkBoundsYDown(Bounds, facing);
                if (newY != Bounds.Y)               // Hit something
                {
                    EBounds.moveY(newY - Bounds.Y); // Move up correct amount (-)
                    hitGround();
                }
            }

            // ### Run the entities customizable AI
            if (aiEnabled())
            {
                AI.run();
            }
        }
コード例 #12
0
ファイル: Player.cs プロジェクト: maraver/Scroller-RPG
        public override void draw(SpriteBatch spriteBatch, Point offset, TimeSpan elapsed)
        {
            // Draw hp bar
            if (Stats.Hp > 0)
            {
                Rectangle hpRect = new Rectangle(2, 2, 100, 16);
                hpRect.Width = (int)Math.Round(hpRect.Width * Stats.HpPercent) + 1;
                spriteBatch.Draw(ScreenManager.WhiteRect, hpRect, Color.Green);
            }
            else
            {
                spriteBatch.DrawString(ScreenManager.Small_Font, "Dead", new Vector2(12, 0), Color.White);
            }

            // Draw level
            spriteBatch.DrawString(ScreenManager.Small_Font, "Lvl " + Stats.Level + " " + Name, new Vector2(105, 0), Color.White);

            // Draw entity
            Rectangle pRect = EBounds.Rect;

            pRect.Offset(offset);
            Texture2D sprite = getSprite(elapsed.Milliseconds);

            if (isFacingForward())
            {
                spriteBatch.Draw(sprite, pRect, Color.White);
            }
            else
            {
                spriteBatch.Draw(sprite, pRect, sprite.Bounds, Color.White, 0, Vector2.Zero, SpriteEffects.FlipHorizontally, 0);
            }

            // Draw armour stats
            if (Alive)
            {
                // Draw armour
                Equipment.draw(spriteBatch, offset);

                // Draw xp bar
                Rectangle xpBar = new Rectangle(0, spriteBatch.GraphicsDevice.Viewport.Height - 3,
                                                (int)(xp / (float)nextLevelXP * spriteBatch.GraphicsDevice.Viewport.Width), 2);
                spriteBatch.Draw(ScreenManager.WhiteRect, xpBar, Color.LightBlue);

                Viewport  vp        = spriteBatch.GraphicsDevice.Viewport;
                Rectangle armourImg = new Rectangle(vp.Width - 45, 2, 32, 32);
                Texture2D img;
                switch (State)
                {
                case EntityState.Blocking:
                    img = GameScreen.sprGUI[GUISpriteId.Blocking]; break;

                case EntityState.Crouching:
                    img = GameScreen.sprGUI[GUISpriteId.Ducking]; break;

                default:
                    img = GameScreen.sprGUI[GUISpriteId.Standing]; break;
                }
                if (isFacingForward())
                {
                    spriteBatch.Draw(img, armourImg, Color.Black);
                }
                else
                {
                    spriteBatch.Draw(img, armourImg, img.Bounds, Color.Black, 0, Vector2.Zero, SpriteEffects.FlipHorizontally, 0);
                }
                spriteBatch.DrawString(ScreenManager.Small_Font, Stats.THeadMultiplier.ToString("0.0"), new Vector2(vp.Width - 38, 0), Color.White);
                spriteBatch.DrawString(ScreenManager.Small_Font, Stats.TBodyMultiplier.ToString("0.0"), new Vector2(vp.Width - 38, 11), Color.White);
                spriteBatch.DrawString(ScreenManager.Small_Font, Stats.TLegsMultiplier.ToString("0.0"), new Vector2(vp.Width - 38, 22), Color.White);

                // Draw hit box
                if (showHpTicks > HP_BAR_SHOW_MS / 2)
                {
                    Rectangle lastRect = EBounds.getRectFromPart(lastHitPart);
                    if (lastRect.Width != 0)
                    {
                        lastRect.Offset(offset);
                        lastRect.X    += (int)(lastRect.Height * 0.1);
                        lastRect.Width = (int)(lastRect.Width * 0.8);
                        spriteBatch.Draw(ScreenManager.WhiteRect, lastRect, HIT_BOX_COLOR);
                    }
                }
            }
        }
コード例 #13
0
ファイル: Player.cs プロジェクト: maraver/Scroller-RPG
 public void moveTo(Vector2 targ)
 {
     EBounds.moveX((int)targ.X - Bounds.X);
     EBounds.moveY((int)targ.Y - Bounds.Y);
 }
コード例 #14
0
        public override void update(TileMap map, TimeSpan elapsed)
        {
            if (SlatedToRemove)
            {
                return;
            }

            tElapsed  = elapsed;
            isOnFloor = map.isRectOnFloor(EBounds.StandRect);

            if (attackDelay > 0)
            {
                attackDelay -= elapsed.Milliseconds;
            }
            if (showHpTicks > 0)
            {
                showHpTicks -= elapsed.Milliseconds;
            }

            // ### Update entity State
            if (!Alive)
            {
                DidMove = false;
                if (State == EntityState.Dead)
                {
                    return;
                }
                else if (State != EntityState.Dying)
                {
                    die();
                }
                else if (!isOnFloor)
                {
                    EBounds.moveY(2);
                }
                else
                {
                    setState(EntityState.Dead);
                    dropItems();
                }

                return;
            }


            isOnFloor = map.isRectOnFloor(EBounds.StandRect);
            // ### Run the entities customizable AI
            if (ai != null)
            {
                ai(this, map);
            }
            else
            {
                runAI(map);
            }

            // ### Update movement State based on movement
            if (msVel.X != 0 && State != EntityState.Jumping)
            {
                setState(EntityState.Moving);
                if (msVel.X < 0)
                {
                    facing = Direction.Left;
                }
                else
                {
                    facing = Direction.Right;
                }
            }
            else if (State == EntityState.Moving)     // If State still 'Moving' but not moving, change State
            {
                setState(EntityState.Standing);
            }

            // ### Update X position

            int currXSpeed = (int)(getRealXSpeed() * speedMultiplier);

            if (attackDelay > ATTACK_DELAY_MS * 0.625f && speedMultiplier > 0.25f) // If attacked recently while jumping, move slower
            {
                speedMultiplier *= 0.93f;
            }
            else if (speedMultiplier < MAX_SPEED)
            {
                speedMultiplier += 0.033f;
            }
            else
            {
                speedMultiplier = MAX_SPEED; // Don't overshoot
            }
            int oldX = EBounds.X;

            EBounds.moveX(currXSpeed);
            if (bounds.Right > map.getPixelWidth())
            {
                EBounds.moveX((map.getPixelWidth() - bounds.Width) - bounds.X);
                // msVel.X = 0;
            }
            else if (bounds.Left <= 0)
            {
                EBounds.moveX(-bounds.X);
                // msVel.X = 0;
            }
            else if (msVel.X > 0)
            {
                int newX = map.checkBoundsXRight(bounds.Rect);
                updateBoundsX(map, newX);
            }
            else if (msVel.X < 0)
            {
                int newX = map.checkBoundsXLeft(bounds.Rect);
                updateBoundsX(map, newX);
            }
            if (oldX != EBounds.X)
            {
                DidMove = true;
            }
            else
            {
                DidMove = false;
            }

            // ### Update Y Position

            if (State == EntityState.Jumping)   // Gravity
            {
                msVel.Y -= GRAVITY_PER_MS;
            }
            else if (jumpDelay > 0)     // Tick jump delay
            {
                jumpDelay -= elapsed.Milliseconds;
            }

            // Subtract so everything else doesn't have to be switched (0 is top)
            EBounds.moveY((int)-getRealYSpeed());
            if (bounds.Top >= map.getPixelHeight() - bounds.Height / 2)
            {
                EBounds.moveY((int)getRealYSpeed());  // Undo the move
                fallWithGravity();
            }
            else if (bounds.Bottom <= 0)
            {
                EBounds.moveY((int)getRealYSpeed());  // Undo the move
                hitGround();
            }
            else if (getRealYSpeed() > 0)
            {
                int newY = map.checkBoundsYUp(bounds.Rect);
                if (newY != bounds.Y)               // Hit something
                {
                    EBounds.moveY(newY - bounds.Y); // Move down correct amount (+)
                    fallWithGravity();
                }
            }
            else if (getRealYSpeed() < 0)
            {
                int newY = map.checkBoundsYDown(bounds.Rect);
                if (newY != bounds.Y)               // Hit something
                {
                    EBounds.moveY(newY - bounds.Y); // Move up correct amount (-)
                    hitGround();
                }
            }
        }