public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Zu Position bewegen----- if (Conditions.PlayerAtNearestActionPosition(pPlayer)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToNearestActionPosition(pPlayer); break; case 1: //-----Richtung bestimmen----- mDestination = rIObj.DistantActionPosition(pPlayer.SkeletonPosition); mSource = pPlayer.SkeletonPosition; Sequences.AnimateAccordingToDirection(pPlayer, mDestination - mSource, Hardcoded.Anim_Jump_Up_Hansel, Hardcoded.Anim_Jump_Down_Hansel, Hardcoded.Anim_Jump_Side_Hansel); ++pPlayer.mCurrentState; break; case 2: //-----Springen----- Sequences.SynchMovementToAnimation(pPlayer, pPlayer, mSource, mDestination); if (Conditions.AnimationComplete(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); } break; } }
public override void Update(Player pPlayer, Player pOtherPlayer) { switch (pPlayer.mCurrentState) { case 0: //-----Zu Positionen holden----- if (!Conditions.ActionHold(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); break; } if (Conditions.PlayersAtActionPositions(pPlayer, pOtherPlayer)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToRightActionPosition(pPlayer); break; case 1: //-----Richtung bestimmen----- if (m2ndState) { ++pPlayer.mCurrentState; break; } m2ndState = true; if (pPlayer.GetType() == typeof(Hansel)) { mSourceHansel = pPlayer.SkeletonPosition; mSourceGretel = pOtherPlayer.SkeletonPosition; } else { mSourceHansel = pOtherPlayer.SkeletonPosition; mSourceGretel = pPlayer.SkeletonPosition; } mSourceIObj = rIObj.SkeletonPosition; //new Vector2(rIObj.CollisionRectList[0].X, rIObj.CollisionRectList[0].Y); Vector2 ActionToCollisionRectDirection = new Vector2(rIObj.CollisionRectList[0].X - rIObj.ActionRectList[0].X, rIObj.CollisionRectList[0].Y - rIObj.ActionRectList[0].Y); Vector2 DestinationDelta; if (ActionToCollisionRectDirection.Y > 0) { DestinationDelta = new Vector2(0, Hardcoded.PushRock_RockMoveDistance); ActI.SetThumbstickDirBoth(ActivityInstruction.ThumbstickDirection.Down); } else if (ActionToCollisionRectDirection.Y < 0) { DestinationDelta = new Vector2(0, -Hardcoded.PushRock_RockMoveDistance); ActI.SetThumbstickDirBoth(ActivityInstruction.ThumbstickDirection.Up); } else if (ActionToCollisionRectDirection.X > 0) { DestinationDelta = new Vector2(Hardcoded.PushRock_RockMoveDistance, 0); ActI.SetThumbstickDirBoth(ActivityInstruction.ThumbstickDirection.Right); } else { DestinationDelta = new Vector2(-Hardcoded.PushRock_RockMoveDistance, 0); ActI.SetThumbstickDirBoth(ActivityInstruction.ThumbstickDirection.Left); } mDestinationIObj = rIObj.SkeletonPosition + DestinationDelta; mDestinationHansel = mSourceHansel + DestinationDelta; mDestinationGretel = mSourceGretel + DestinationDelta; //Passende Animation entsprechend AnimationDirection starten Sequences.AnimateAccordingToDirection(pPlayer, ActionToCollisionRectDirection, Hardcoded.Anim_PushRock_Up, Hardcoded.Anim_PushRock_Down, Hardcoded.Anim_PushRock_Side); Sequences.AnimateAccordingToDirection(pOtherPlayer, ActionToCollisionRectDirection, Hardcoded.Anim_PushRock_Up, Hardcoded.Anim_PushRock_Down, Hardcoded.Anim_PushRock_Side); ++pPlayer.mCurrentState; pOtherPlayer.mCurrentState = pPlayer.mCurrentState; break; case 2: //-----Fels bewegen----- Sequences.UpdateActIProgressBoth(Progress, ActI, pPlayer, pOtherPlayer, mDestinationIObj - mSourceIObj, false); if (Progress.Progress >= 0f && !Conditions.ActionHold(pPlayer) && !Conditions.ActionHold(pOtherPlayer)) { //Abbrechbar Sequences.SetPlayerToIdle(pPlayer); Sequences.SetPlayerToIdle(pOtherPlayer); } if (pPlayer.GetType() == typeof(Hansel)) { Sequences.UpdateMovementStepping(rIObj, Progress.Progress, mSourceIObj, mDestinationIObj); Sequences.UpdateMovementStepping(pPlayer, Progress.Progress, mSourceHansel, mDestinationHansel); Sequences.UpdateMovementStepping(pOtherPlayer, Progress.Progress, mSourceGretel, mDestinationGretel); Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); Sequences.UpdateAnimationStepping(pOtherPlayer, Progress.Progress); } if (Progress.Complete) { Sequences.SetPlayerToIdle(pPlayer); Sequences.SetPlayerToIdle(pOtherPlayer); ActI.SetFadingState(pPlayer, false); ActI.SetFadingState(pOtherPlayer, false); rIObj.ActionRectList.Clear(); } break; } ActI.Update(); }
public override void Update(Player pPlayer, Player pOtherPlayer) { if (!m2ndState) //KnockOverTree { switch (pPlayer.mCurrentState) { case 0: //-----Zu Position bewegen----- if (Conditions.PlayerAtActionPosition(pPlayer)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToActionPosition(pPlayer); break; case 1: //-----Richtung bestimmen----- Sequences.StartAnimation(pPlayer, Hardcoded.Anim_KnockOverTree_Up); ActivityInstruction.ThumbstickDirection dir = ActivityInstruction.ThumbstickDirection.None; Vector2 DestinationDelta = rIObj.ActionPosition2 - rIObj.ActionPosition1; DestinationDelta.Normalize(); if (DestinationDelta.Y > Math.Sin(MathHelper.ToRadians(67.5f))) //Runter { dir = ActivityInstruction.ThumbstickDirection.Down; } else if (DestinationDelta.Y > Math.Sin(MathHelper.ToRadians(-22.5f))) //Seitlich { if (DestinationDelta.X < 0) //Links { dir = ActivityInstruction.ThumbstickDirection.Left; } else //Rechts { dir = ActivityInstruction.ThumbstickDirection.Right; } } else //Hoch { dir = ActivityInstruction.ThumbstickDirection.Up; } string animPlayer = Character.GetRightDirectionAnimation(rIObj.ActionPosition2 - rIObj.ActionPosition1, Hardcoded.Anim_KnockOverTree_Up, Hardcoded.Anim_KnockOverTree_Down, Hardcoded.Anim_KnockOverTree_Side); string animTree = Character.GetRightDirectionAnimation(rIObj.ActionPosition2 - rIObj.ActionPosition1, Hardcoded.Anim_Tree_KnockOver_Up, Hardcoded.Anim_Tree_KnockOver_Down, Hardcoded.Anim_Tree_KnockOver_Side); Character.SetSkeletonFlipState(pPlayer, rIObj.ActionPosition2 - rIObj.ActionPosition1); Character.SetSkeletonFlipState(rIObj, rIObj.ActionPosition2 - rIObj.ActionPosition1); Sequences.StartAnimation(pPlayer, animPlayer); Sequences.StartAnimation(rIObj, animTree); ActI.SetThumbstickDir(pPlayer, dir); ActI.SetThumbstickDir(pOtherPlayer, ActivityInstruction.ThumbstickDirection.None); ++pPlayer.mCurrentState; break; case 2: //-----Baum umwerfen----- if (!Conditions.ActionThumbstickPressed(pPlayer, rIObj.ActionPosition2 - rIObj.ActionPosition1)) { ActI.SetFadingState(pPlayer, true); Progress.StepBackward(); } else { ActI.SetFadingState(pPlayer, false, false); Progress.StepForward(); } Sequences.UpdateAnimationStepping(rIObj, Progress.Progress); Sequences.UpdateAnimationStepping(pPlayer, Progress.Progress); if (Progress.Complete) { //Baum fällt string anim = Character.GetRightDirectionAnimation(rIObj.ActionPosition2 - rIObj.ActionPosition1, Hardcoded.Anim_Tree_Falling_Up, Hardcoded.Anim_Tree_Falling_Down, Hardcoded.Anim_Tree_Falling_Side); Sequences.StartAnimation(rIObj, anim); //Sequences.StartAnimation(pPlayer, "attack"); kann weg? ActI.SetFadingState(pPlayer, false); ++pPlayer.mCurrentState; } break; case 3: //-----Baum umgefallen?----- if (Conditions.AnimationComplete(rIObj)) { Sequences.SetPlayerToIdle(pPlayer); m2ndState = true; } break; } ActI.Update(); } else //BalanceOverTree { switch (pPlayer.mCurrentState) { case 0: //-----Zu Position bewegen----- if (!Conditions.ActivityNotInUseByOtherPlayer(pOtherPlayer, this)) { Sequences.SetPlayerToIdle(pPlayer); return; } if (Conditions.PlayerAtNearestActionPosition(pPlayer)) { ++pPlayer.mCurrentState; } Sequences.MovePlayerToNearestActionPosition(pPlayer); break; case 1: //-----Richtung bestimmen----- IsAvailable = false; StartPosition = pPlayer.SkeletonPosition; Direction = rIObj.DistantActionPosition(pPlayer.SkeletonPosition) - StartPosition; Sequences.AnimateAccordingToDirection(pPlayer, Direction, Hardcoded.Anim_Balance_Enter_Up, Hardcoded.Anim_Balance_Enter_Down, Hardcoded.Anim_Balance_Enter_Side); ++pPlayer.mCurrentState; break; case 2: //-----Auf Baum steigen----- Direction.Normalize(); Sequences.SynchMovementToAnimation(pPlayer, pPlayer, StartPosition, StartPosition + (Direction * Hardcoded.KnockOverTree_EnterBalanceDistance)); if (Conditions.AnimationComplete(pPlayer)) { ++pPlayer.mCurrentState; } break; case 3: //-----Auf Baum balancieren----- //Update Movement Vector2 MovementInput = pPlayer.Input.Movement; if (MovementInput == Vector2.Zero) { Sequences.StartAnimation(pPlayer, Hardcoded.Anim_Balance_Idle); break; //Performance quit } //Sideways? Vector2 DirectionTest = rIObj.ActionPosition2 - rIObj.ActionPosition1; DirectionTest.Normalize(); bool Sideways = false; if (DirectionTest.Y <= Math.Sin(MathHelper.ToRadians(45f)) && DirectionTest.Y >= -Math.Sin(MathHelper.ToRadians(45f))) { Sideways = true; } //Runter fallen? if ((MovementInput.X == 0 && MovementInput.Y != 0 && Sideways) || (MovementInput.X != 0 && MovementInput.Y == 0 && !Sideways)) { GameScene.End = true; break; } //BalancingMovement ausführen Sequences.AnimateAccordingToDirection(pPlayer, DirectionTest, Hardcoded.Anim_Balance_Up, Hardcoded.Anim_Balance_Down, Hardcoded.Anim_Balance_Side); pPlayer.MoveAgainstPoint(rIObj.NearestActionPosition(pPlayer.SkeletonPosition + MovementInput * 1000f), Hardcoded.KnockOverTree_BalanceSpeedFactor, null, true, false, false); //Leave Tree? Vector2 TargetActionPosition = rIObj.NearestActionPosition(pPlayer.SkeletonPosition + MovementInput * 1000f); Vector2 MovementDirection = TargetActionPosition - pPlayer.SkeletonPosition; MovementDirection.Normalize(); //Wenn Entfernung vom Player zum TargetActionPoint <= EnterBalanceEntfernung if ((TargetActionPosition - pPlayer.SkeletonPosition).Length() <= (MovementDirection * Hardcoded.KnockOverTree_EnterBalanceDistance).Length()) { ++pPlayer.mCurrentState; StartPosition = pPlayer.SkeletonPosition; Sequences.AnimateAccordingToDirection(pPlayer, MovementDirection, Hardcoded.Anim_Balance_Leave_Up, Hardcoded.Anim_Balance_Leave_Down, Hardcoded.Anim_Balance_Leave_Side); } break; case 4: //-----Von Baum steigen----- Sequences.SynchMovementToAnimation(pPlayer, pPlayer, StartPosition, StartPosition + (Direction * Hardcoded.KnockOverTree_EnterBalanceDistance)); while (pPlayer.CollisionBox.Intersects(pOtherPlayer.CollisionBox)) { pOtherPlayer.MoveManually(Direction); } if (Conditions.AnimationComplete(pPlayer)) { Sequences.SetPlayerToIdle(pPlayer); IsAvailable = true; //pPlayer.mCurrentState = 0; } break; } } }
//-----Workaround für linerare Abhängigkeit HG_Game -> HG_Data -> KryptonEngine----- public void SetupInteractiveObjectsFromDeserialization(Savegame pSavegame, Hansel pHansel, Gretel pGretel) { for (int i = 0; i < pSavegame.Scenes.Length; i++) { foreach (InteractiveObject iObj in pSavegame.Scenes[i].InteractiveObjects) { switch (iObj.ActivityId) { case Activity.None: iObj.ActivityState = None; break; case Activity.KnockOverTree: iObj.ActivityState = new KnockOverTree(pHansel, pGretel, iObj); break; case Activity.BalanceOverTree: iObj.ActivityState = new KnockOverTree(pHansel, pGretel, iObj); Sequences.AnimateAccordingToDirection(iObj, iObj.ActionPosition2 - iObj.ActionPosition1, Hardcoded.Anim_Tree_Fallen_Up, Hardcoded.Anim_Tree_Fallen_Down, Hardcoded.Anim_Tree_Fallen_Side); iObj.ActivityState.m2ndState = true; break; case Activity.PushRock: iObj.ActivityState = new PushRock(pHansel, pGretel, iObj); break; case Activity.SlipThroughRock: iObj.ActivityState = new SlipThroughRock(pHansel, pGretel, iObj); break; case Activity.JumpOverGap: iObj.ActivityState = new JumpOverGap(pHansel, pGretel, iObj); break; case Activity.LegUp: iObj.ActivityState = new LegUp(pHansel, pGretel, iObj); break; case Activity.LegUpGrab: iObj.ActivityState = new LegUp(pHansel, pGretel, iObj); iObj.ActivityState.m2ndState = true; break; case Activity.PushDoor: iObj.ActivityState = new PushDoor(pHansel, pGretel, iObj); break; case Activity.PullDoor: throw new Exception("Es gibt keine Tür mehr die von den Spielern geschlossen werden soll"); /*iObj.ActivityState = new PushDoor(pHansel, pGretel, iObj); * Sequences.AnimateAccordingToDirection(iObj, new Vector2(iObj.CollisionRectList[0].X - iObj.ActionRectList[0].X, iObj.CollisionRectList[0].Y - iObj.ActionRectList[0].Y), Hardcoded.Anim_Door_Open_Up, Hardcoded.Anim_Door_Open_Down, Hardcoded.Anim_Door_Open_Side); * iObj.ActivityState.m2ndState = true;*/ break; case Activity.UseWell: iObj.ActivityState = new UseWell(pHansel, pGretel, iObj); break; case Activity.ChargeAmulet: iObj.ActivityState = new ChargeAmulet(pHansel, pGretel, iObj); AmuletStates.Add((ChargeAmulet)iObj.ActivityState); break; default: throw new Exception("Im InteractiveObject " + iObj.ObjectId.ToString() + " in Scene " + i.ToString() + " ist eine ungültige Action angegeben!"); } } } }