Compare commits
2 Commits
53c6d8483f
...
53083818c0
Author | SHA1 | Date | |
---|---|---|---|
53083818c0 | |||
3c4e63ada0 |
40
Shared/FSM.cs
Normal file
40
Shared/FSM.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SemiColinGames {
|
||||
public interface IState {
|
||||
public void Enter();
|
||||
public string? Update(NPC npc, float modelTime, AABB[] collisionTargets);
|
||||
}
|
||||
|
||||
public class FSM {
|
||||
float timeInState = 0f;
|
||||
Dictionary<string, IState> states;
|
||||
IState state;
|
||||
|
||||
public FSM(Dictionary<string, IState> states, string initial) {
|
||||
this.states = states;
|
||||
StateName = initial;
|
||||
Transition(StateName);
|
||||
}
|
||||
|
||||
public string StateName { get; private set; }
|
||||
|
||||
public void Update(NPC npc, float modelTime, AABB[] collisionTargets) {
|
||||
timeInState += modelTime;
|
||||
string? newState = state.Update(npc, modelTime, collisionTargets);
|
||||
if (newState != null) {
|
||||
Transition(newState);
|
||||
}
|
||||
}
|
||||
|
||||
void Transition(string state) {
|
||||
Debug.WriteLine("{0} -> {1} @ {2}", StateName, state, timeInState);
|
||||
timeInState = 0f;
|
||||
StateName = state;
|
||||
IState newState = states[state];
|
||||
this.state = newState;
|
||||
this.state.Enter();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,25 +1,33 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SemiColinGames {
|
||||
class NPC {
|
||||
private Point position;
|
||||
class IdleState : IState {
|
||||
float timeInState = 0;
|
||||
|
||||
private const int spriteWidth = 96;
|
||||
private const int spriteHeight = 81;
|
||||
private const int spriteCenterYOffset = 3;
|
||||
|
||||
public NPC(Point position) {
|
||||
this.position = position;
|
||||
public void Enter() {
|
||||
timeInState = 0;
|
||||
}
|
||||
|
||||
public int Facing { get; private set; } = 1;
|
||||
public string? Update(NPC npc, float modelTime, AABB[] collisionTargets) {
|
||||
timeInState += modelTime;
|
||||
if (timeInState > 1.0f) {
|
||||
npc.Facing *= -1;
|
||||
return "run";
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float modelTime, AABB[] collisionTargets) {
|
||||
class RunState : IState {
|
||||
public void Enter() {}
|
||||
|
||||
public string? Update(NPC npc, float modelTime, AABB[] collisionTargets) {
|
||||
int moveSpeed = 120;
|
||||
int desiredX = position.X + (int) (moveSpeed * Facing * modelTime);
|
||||
int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
|
||||
// TODO: define the box modularly & correctly.
|
||||
AABB npcBox = new AABB(new Vector2(desiredX, position.Y), new Vector2(11, 33));
|
||||
AABB npcBox = new AABB(new Vector2(desiredX, npc.Position.Y), new Vector2(1, 33));
|
||||
Debug.AddRect(npcBox, Color.Cyan);
|
||||
bool foundBox = false;
|
||||
foreach (AABB box in collisionTargets) {
|
||||
@ -30,20 +38,44 @@ namespace SemiColinGames {
|
||||
}
|
||||
|
||||
if (!foundBox) {
|
||||
Facing *= -1;
|
||||
return "idle";
|
||||
}
|
||||
position.X = desiredX;
|
||||
npc.Position.X = desiredX;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public class NPC {
|
||||
private const int spriteWidth = 96;
|
||||
private const int spriteHeight = 81;
|
||||
private const int spriteCenterYOffset = 2;
|
||||
|
||||
private FSM fsm;
|
||||
|
||||
public NPC(Point position) {
|
||||
Position = position;
|
||||
fsm = new FSM(new Dictionary<string, IState> {
|
||||
{ "idle", new IdleState() },
|
||||
{ "run", new RunState() }
|
||||
}, "idle");
|
||||
}
|
||||
|
||||
public int Facing = 1;
|
||||
public Point Position;
|
||||
|
||||
public void Update(float modelTime, AABB[] collisionTargets) {
|
||||
fsm.Update(this, modelTime, collisionTargets);
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch) {
|
||||
Rectangle textureSource = Sprites.Executioner.GetTextureSource(
|
||||
"run", (int) Clock.ModelTime.TotalMilliseconds);
|
||||
fsm.StateName, (int) Clock.ModelTime.TotalMilliseconds);
|
||||
// TODO: move this into Sprite metadata.
|
||||
Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
|
||||
SpriteEffects effect = Facing == 1 ?
|
||||
SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
Color color = Color.White;
|
||||
spriteBatch.Draw(Textures.Executioner.Get, position.ToVector2(), textureSource, color, 0f,
|
||||
spriteBatch.Draw(Textures.Executioner.Get, Position.ToVector2(), textureSource, color, 0f,
|
||||
spriteCenter, Vector2.One, effect, 0f);
|
||||
}
|
||||
}
|
||||
|
@ -11,6 +11,7 @@
|
||||
<ItemGroup>
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Camera.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)ExtensionMethods.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)FSM.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Sprites.cs" />
|
||||
|
@ -64,6 +64,7 @@ namespace SemiColinGames {
|
||||
child.SelectToken("frame.y").Value<int>(),
|
||||
child.SelectToken("frame.w").Value<int>(),
|
||||
child.SelectToken("frame.h").Value<int>());
|
||||
// TODO: convert all durations to floats.
|
||||
int durationMs = child.SelectToken("duration").Value<int>();
|
||||
frames.Add(new Frame(source, durationMs));
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user