//--------------------------------------------------------------------------- public override void Tick(float deltaTime) { base.Tick(deltaTime); MovementAnimationComponent animation = GetComponent <MovementAnimationComponent>(); if (animation != null) { animation.Update(GetForce().X, GetForce().Y); } }
//--------------------------------------------------------------------------- public Player(string name, Guid parent) : base(name, parent) { Index = (PlayerIndex)PlayerCount++; AddComponent <TransformComponent>().Init(new Vector3(Index == PlayerIndex.One ? 340 : 420, 400, 0)); AddComponent <PlayerAttributesComponent>().Init(500.0f, 250.0f, 125.0f, 2.0f, 1.0f); AddComponent <InventoryComponent>(); MovementAnimationComponent animation = AddComponent <MovementAnimationComponent>(); if (Index == PlayerIndex.One) { animation.Init(AssetManager.Get().Find <Texture2D>(ESpriteAssets.WalkingAnimation), Vector2.One); } else { animation.Init(AssetManager.Get().Find <Texture2D>(ESpriteAssets.WalkingAnimation2), Vector2.One); } animation.AddSetting((int)Tag.MoveLeft, new AnimationSetting(8, 2, 8, 15, true, true)); animation.AddSetting((int)Tag.MoveRight, new AnimationSetting(8, 2, 0, 7, true)); AddComponent <ShadowComponent>().Init(AssetManager.Get().Find <Texture2D>(ESpriteAssets.RedOrb), new Vector2(6.0f, 2.0f), new Vector2(0.0f, 10.0f)); AddComponent <ActorPhysicsComponent>().Init(BodyType.Dynamic, 0.8f, 1.0f, true); CircleColliderComponent collider = AddComponent <CircleColliderComponent>(); collider.Init(44, BodyType.Dynamic); //collider.SetCollisionCategory(ECollisionCategory.Player); AddComponent <LightingComponent>().Init(AssetManager.Get().Find <Texture2D>(ELightAssets.CircleLight), Vector2.Zero, new Vector2(5.0f, 5.0f), Color.White, 0.6f); InputComponent input = AddComponent <InputComponent>(); if (input != null) { input.Init(Index); input.ClearActions(); switch (Index) { case PlayerIndex.One: input.MapAction(EGameAction.MOVE_LEFT, EInput.KEYBOARD_LEFT, EInput.GAMEPAD_THUMBSTICK_LEFT_LEFT); input.MapAction(EGameAction.MOVE_RIGHT, EInput.KEYBOARD_RIGHT, EInput.GAMEPAD_THUMBSTICK_LEFT_RIGHT); input.MapAction(EGameAction.MOVE_UP, EInput.KEYBOARD_UP, EInput.GAMEPAD_THUMBSTICK_LEFT_UP); input.MapAction(EGameAction.MOVE_DOWN, EInput.KEYBOARD_DOWN, EInput.GAMEPAD_THUMBSTICK_LEFT_DOWN); input.MapAction(EGameAction.LOOK_LEFT, EInput.GAMEPAD_THUMBSTICK_RIGHT_LEFT); input.MapAction(EGameAction.LOOK_RIGHT, EInput.GAMEPAD_THUMBSTICK_RIGHT_RIGHT); input.MapAction(EGameAction.LOOK_UP, EInput.GAMEPAD_THUMBSTICK_RIGHT_UP); input.MapAction(EGameAction.LOOK_DOWN, EInput.GAMEPAD_THUMBSTICK_RIGHT_DOWN); input.MapAction(EGameAction.INVENTORY_NEXT_ITEM, EInput.KEYBOARD_E, EInput.GAMEPAD_DPAD_DOWN); input.MapAction(EGameAction.INVENTORY_PREVIOUS_ITEM, EInput.KEYBOARD_Q, EInput.GAMEPAD_DPAD_UP); input.MapAction(EGameAction.INVENTORY_USE_ITEM, EInput.GAMEPAD_X); input.MapAction(EGameAction.INVENTORY_DROP_ITEM, EInput.GAMEPAD_TRIGGER_RIGHT); input.MapAction(EGameAction.PLAYER_ATTACK, EInput.GAMEPAD_TRIGGER_LEFT); break; case PlayerIndex.Two: input.MapAction(EGameAction.MOVE_LEFT, EInput.KEYBOARD_A, EInput.GAMEPAD_THUMBSTICK_LEFT_LEFT); input.MapAction(EGameAction.MOVE_RIGHT, EInput.KEYBOARD_D, EInput.GAMEPAD_THUMBSTICK_LEFT_RIGHT); input.MapAction(EGameAction.MOVE_UP, EInput.KEYBOARD_W, EInput.GAMEPAD_THUMBSTICK_LEFT_UP); input.MapAction(EGameAction.MOVE_DOWN, EInput.KEYBOARD_S, EInput.GAMEPAD_THUMBSTICK_LEFT_DOWN); input.MapAction(EGameAction.LOOK_LEFT, EInput.GAMEPAD_THUMBSTICK_RIGHT_LEFT); input.MapAction(EGameAction.LOOK_RIGHT, EInput.GAMEPAD_THUMBSTICK_RIGHT_RIGHT); input.MapAction(EGameAction.LOOK_UP, EInput.GAMEPAD_THUMBSTICK_RIGHT_UP); input.MapAction(EGameAction.LOOK_DOWN, EInput.GAMEPAD_THUMBSTICK_RIGHT_DOWN); input.MapAction(EGameAction.INVENTORY_NEXT_ITEM, EInput.KEYBOARD_E, EInput.GAMEPAD_DPAD_DOWN); input.MapAction(EGameAction.INVENTORY_PREVIOUS_ITEM, EInput.KEYBOARD_Q, EInput.GAMEPAD_DPAD_UP); input.MapAction(EGameAction.INVENTORY_USE_ITEM, EInput.GAMEPAD_X); input.MapAction(EGameAction.INVENTORY_DROP_ITEM, EInput.GAMEPAD_TRIGGER_RIGHT); input.MapAction(EGameAction.PLAYER_ATTACK, EInput.GAMEPAD_TRIGGER_LEFT); break; } } //playerIndicatorP1 = EntityFactory.Create<Entity>(GUID, "PlayerIndicatorP1"); //playerIndicatorP1.AddComponent<TransformComponent>().Init(new Vector3(0, -65, 0)); //piAnimationP1 = playerIndicatorP1.AddComponent<AnimationComponent>(); //piAnimationP1.Init(AssetManager.Get().Find<Texture2D>("PlayerIndicatorAnimationP1"), new Vector2(0.4f, 0.4f)); //piAnimationP1.AddSetting(0, new AnimationSetting(8, 1, 0, 7, false)); //playerIndicatorP1.Disable(); //RangeWeapon weapon = EntityFactory.Create<RangeWeapon>(GUID, "Primary Weapon P1"); //weapon.Init(); //if (Index == PlayerIndex.One) //{ // //GetComponent<ActorPhysicsComponent>().AddJoint(weapon.GetComponent<PhysicsComponent>()); //} MeleeWeapon weapon = EntityFactory.Create <MeleeWeapon>(GUID, "Primary Weapon P1"); if (Index == PlayerIndex.One) { GetComponent <ActorPhysicsComponent>().AddJoint(weapon.GetComponent <PhysicsComponent>()); } }