2020-02-28 22:08:34 +00:00
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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2020-03-05 22:39:17 +00:00
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using System.Collections.Generic;
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2020-02-28 22:08:34 +00:00
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namespace SemiColinGames {
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2020-03-06 17:16:33 +00:00
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class IdleState : IState<NPC> {
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2020-03-05 22:39:17 +00:00
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float timeInState = 0;
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2020-02-28 22:08:34 +00:00
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2020-03-05 22:39:17 +00:00
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public void Enter() {
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timeInState = 0;
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}
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2020-02-28 22:08:34 +00:00
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2020-03-06 19:20:17 +00:00
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public string Update(NPC npc, float modelTime, World world) {
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2020-03-05 22:39:17 +00:00
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timeInState += modelTime;
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if (timeInState > 1.0f) {
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npc.Facing *= -1;
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return "run";
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}
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return null;
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2020-02-28 22:08:34 +00:00
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}
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2020-03-05 22:39:17 +00:00
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}
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2020-02-28 22:08:34 +00:00
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2020-03-06 17:16:33 +00:00
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class RunState : IState<NPC> {
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2020-03-05 22:39:17 +00:00
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public void Enter() {}
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2020-02-28 22:08:34 +00:00
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2020-03-06 19:20:17 +00:00
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public string Update(NPC npc, float modelTime, World world) {
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2020-03-05 21:17:57 +00:00
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int moveSpeed = 120;
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2020-03-05 22:39:17 +00:00
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int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
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2020-03-05 21:17:57 +00:00
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// TODO: define the box modularly & correctly.
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2020-03-05 22:39:17 +00:00
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AABB npcBox = new AABB(new Vector2(desiredX, npc.Position.Y), new Vector2(1, 33));
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2020-03-05 21:17:57 +00:00
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Debug.AddRect(npcBox, Color.Cyan);
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bool foundBox = false;
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2020-03-06 17:28:58 +00:00
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foreach (AABB box in world.CollisionTargets) {
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2020-03-05 21:17:57 +00:00
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if (box.Intersect(npcBox) != null) {
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foundBox = true;
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break;
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}
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2020-02-28 22:08:34 +00:00
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}
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2020-03-05 21:17:57 +00:00
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if (!foundBox) {
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2020-03-05 22:39:17 +00:00
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return "idle";
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2020-02-28 22:08:34 +00:00
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}
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2020-03-05 22:39:17 +00:00
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npc.Position.X = desiredX;
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return null;
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}
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}
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public class NPC {
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private const int spriteWidth = 96;
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private const int spriteHeight = 81;
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private const int spriteCenterYOffset = 2;
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2020-03-06 17:16:33 +00:00
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private FSM<NPC> fsm;
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2020-03-05 22:39:17 +00:00
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public NPC(Point position) {
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Position = position;
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2020-03-06 17:16:33 +00:00
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fsm = new FSM<NPC>(new Dictionary<string, IState<NPC>> {
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2020-03-05 22:39:17 +00:00
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{ "idle", new IdleState() },
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{ "run", new RunState() }
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2020-03-06 16:44:19 +00:00
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}, "run");
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2020-03-05 22:39:17 +00:00
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}
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public int Facing = 1;
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public Point Position;
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2020-03-06 17:28:58 +00:00
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public void Update(float modelTime, World world) {
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fsm.Update(this, modelTime, world);
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2020-02-28 22:08:34 +00:00
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}
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public void Draw(SpriteBatch spriteBatch) {
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2020-03-03 22:14:05 +00:00
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Rectangle textureSource = Sprites.Executioner.GetTextureSource(
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2020-03-06 02:12:11 +00:00
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fsm.StateName, Clock.ModelTime.TotalSeconds);
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2020-03-03 22:14:05 +00:00
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// TODO: move this into Sprite metadata.
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2020-02-28 22:08:34 +00:00
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Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
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SpriteEffects effect = Facing == 1 ?
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SpriteEffects.None : SpriteEffects.FlipHorizontally;
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Color color = Color.White;
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2020-03-05 22:39:17 +00:00
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spriteBatch.Draw(Textures.Executioner.Get, Position.ToVector2(), textureSource, color, 0f,
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2020-02-28 22:08:34 +00:00
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spriteCenter, Vector2.One, effect, 0f);
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}
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}
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}
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