コード例 #1
0
ファイル: PlayerSprite.cs プロジェクト: hgabor/kfirpgcreator
 protected override bool OnStep(Map map)
 {
     if (X == lastX && Y == lastY && Layer == lastLayer && lastResult) {
         return true;
     }
     else {
         lastResult = map.OnStep(X, Y, Layer);
         lastX = X;
         lastY = Y;
         lastLayer = Layer;
         return lastResult;
     }
 }
コード例 #2
0
 public override void TryDoingSomething(Sprite me, Map map)
 {
     if (me.IsMoving) return;
     script.Owner = me;
     object result = script.Run();
     if (result != null && result.GetType() == typeof(string)) {
         string res = (string)result;
         switch (res.ToLower()) {
             case "up": me.PlanMove(Sprite.Dir.Up, map); break;
             case "down": me.PlanMove(Sprite.Dir.Down, map); break;
             case "left": me.PlanMove(Sprite.Dir.Left, map); break;
             case "right": me.PlanMove(Sprite.Dir.Right, map); break;
             default: me.PlanMove(Sprite.Dir.None, map); break;
         }
     }
 }
コード例 #3
0
 public override void TryDoingSomething(Sprite me, Map map)
 {
     if (game.Input.IsPressed(UserInput.Buttons.Up)) {
         me.PlanMove(Sprite.Dir.Up, map);
     }
     else if (game.Input.IsPressed(UserInput.Buttons.Down)) {
         me.PlanMove(Sprite.Dir.Down, map);
     }
     else if (game.Input.IsPressed(UserInput.Buttons.Left)) {
         me.PlanMove(Sprite.Dir.Left, map);
     }
     else if (game.Input.IsPressed(UserInput.Buttons.Right)) {
         me.PlanMove(Sprite.Dir.Right, map);
     }
     if (game.Input.IsPressed(UserInput.Buttons.Action)) {
         me.PlanAction(map);
     }
 }
コード例 #4
0
ファイル: NotMovingAI.cs プロジェクト: hgabor/kfirpgcreator
 public override void TryDoingSomething(Sprite me, Map map)
 {
 }
コード例 #5
0
ファイル: Sprite.cs プロジェクト: hgabor/kfirpgcreator
 protected virtual bool OnStep(Map map)
 {
     return false;
 }
コード例 #6
0
ファイル: Sprite.cs プロジェクト: hgabor/kfirpgcreator
 /// <summary>
 /// Sets the sprite's next move.
 /// Used only by MovementAIs.
 /// </summary>
 /// <param name="direction"></param>
 /// <param name="map"></param>
 /// <seealso cref="PlanAction"/>
 public void PlanMove(Dir direction, Map map)
 {
     nextMove = Dir.None;
     if (moving == Dir.None && direction != Dir.None) {
         facing = direction;
         graphic.SetDirection(direction);
         graphic.SetState("still");
     }
     switch (direction) {
         case Dir.Up:
             if (map.IsPassable(x, y - 1, layer)) {
                 nextMove = Dir.Up;
             }
             else if (moving == Dir.None) {
                 map.OnCollide(x, y - 1, layer, this);
             }
             break;
         case Dir.Down:
             if (map.IsPassable(x, y + 1, layer)) {
                 nextMove = Dir.Down;
             }
             else if (moving == Dir.None) {
                 map.OnCollide(x, y + 1, layer, this);
             }
             break;
         case Dir.Left:
             if (map.IsPassable(x - 1, y, layer)) {
                 nextMove = Dir.Left;
             }
             else if (moving == Dir.None) {
                 map.OnCollide(x - 1, y, layer, this);
             }
             break;
         case Dir.Right:
             if (map.IsPassable(x + 1, y, layer)) {
                 nextMove = Dir.Right;
             }
             else if (moving == Dir.None) {
                 map.OnCollide(x + 1, y, layer, this);
             }
             break;
     }
 }
コード例 #7
0
ファイル: Sprite.cs プロジェクト: hgabor/kfirpgcreator
 /// <summary>
 /// Plans the next movement to interact with another sprite.
 /// Used only by MovementAIs.
 /// </summary>
 /// <param name="map"></param>
 /// <seealso cref="PlanMove"/>
 public void PlanAction(Map map)
 {
     if (moving != Dir.None) return;
     switch (facing) {
         case Dir.Up: map.OnAction(x, y - 1, layer); break;
         case Dir.Down: map.OnAction(x, y + 1, layer); break;
         case Dir.Left: map.OnAction(x - 1, y, layer); break;
         case Dir.Right: map.OnAction(x + 1, y, layer); break;
     }
     map.OnAction(x, y, layer);
 }
コード例 #8
0
ファイル: Sprite.cs プロジェクト: hgabor/kfirpgcreator
        /// <summary>
        /// Decides what to do next (move or interact) and tries to execute it.
        /// </summary>
        /// <param name="map"></param>
        public void Advance(Map map)
        {
            movementAI.TryDoingSomething(this, map);
            Dir oldMoving = moving;

            if (moving == Dir.None) {
                moving = nextMove;
                if (moving != Dir.None) facing = moving;
            }

            switch (moving) {
                case Dir.Left:
                    if (corrX > 0) {
                        corrX -= speed;
                    }
                    else if (corrX <= 0) {
                        if (oldMoving == moving && OnStep(map)) {
                            corrX = 0;
                            moving = Dir.None;
                            graphic.SetState("still");
                        }
                        else {
                            if (nextMove != Dir.Left) {
                                corrX = 0;
                                moving = Dir.None;
                            }
                            else {
                                corrX += size;
                                map.Move(this, x, y, layer, x - 1, y, layer);
                            }
                        }
                    }
                    break;
                case Dir.Right:
                    if (corrX < 0) {
                        corrX += speed;
                    }
                    else if (corrX >= 0) {
                        if (oldMoving == moving && OnStep(map)) {
                            corrX = 0;
                            moving = Dir.None;
                            graphic.SetState("still");
                        }
                        else {
                            if (nextMove != Dir.Right) {
                                corrX = 0;
                                moving = Dir.None;
                            }
                            else {
                                corrX -= size;
                                map.Move(this, x, y, layer, x + 1, y, layer);
                            }
                        }
                    }
                    break;
                case Dir.Up:
                    if (corrY > 0) {
                        corrY -= speed;
                    }
                    else if (corrY <= 0) {
                        if (oldMoving == moving && OnStep(map)) {
                            corrY = 0;
                            moving = Dir.None;
                            graphic.SetState("still");
                        }
                        else {
                            if (nextMove != Dir.Up) {
                                corrX = 0;
                                moving = Dir.None;
                            }
                            else {
                                corrY += size;
                                map.Move(this, x, y, layer, x, y - 1, layer);
                            }
                        }
                    }
                    break;
                case Dir.Down:
                    if (corrY < 0) {
                        corrY += speed;
                    }
                    else if (corrY >= 0) {
                        if (oldMoving == moving && OnStep(map)) {
                            corrY = 0;
                            moving = Dir.None;
                            graphic.SetState("still");
                        }
                        else {
                            if (nextMove != Dir.Down) {
                                corrX = 0;
                                moving = Dir.None;
                            }
                            else {
                                corrY -= size;
                                map.Move(this, x, y, layer, x, y + 1, layer);
                            }
                        }
                    }
                    break;
            }

            if (moving == Dir.None) {
                moving = nextMove;
                if (moving != Dir.None) facing = moving;
            }

            if (moving != oldMoving) {
                if (moving == Dir.None) {
                    graphic.SetState("still");
                }
                else {
                    graphic.SetState("move");
                    graphic.SetDirection(moving);
                }
            }
            nextMove = Dir.None;
            graphic.Advance();
        }
コード例 #9
0
ファイル: MovementAI.cs プロジェクト: hgabor/kfirpgcreator
 /// <summary>
 /// Decides the next action of the sprite.
 /// </summary>
 /// <param name="me">The sprite whose action is to be decided.</param>
 /// <param name="map">The map the sprite is on.</param>
 public abstract void TryDoingSomething(Sprite me, Map map);