130 lines
3.3 KiB
C#
130 lines
3.3 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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class IdleState : IState<Object> {
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private readonly NPC npc;
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private float timeInState = 0;
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public IdleState(NPC npc) {
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this.npc = npc;
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}
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public void Enter() {
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timeInState = 0;
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}
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public string Update(float modelTime, SneakWorld world, Object _) {
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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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}
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}
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class RunState : IState<Object> {
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private readonly NPC npc;
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public RunState(NPC npc) {
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this.npc = npc;
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}
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public void Enter() {}
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public string Update(float modelTime, SneakWorld world, Object _) {
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float moveSpeed = 120;
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float desiredX = npc.Position.X + moveSpeed * npc.Facing * modelTime;
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float testPoint = desiredX + npc.Box.HalfSize.X * npc.Facing;
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AABB npcBox = new AABB(
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new Vector2(testPoint, npc.Position.Y + 1), new Vector2(1, npc.Box.HalfSize.Y));
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Debug.AddRect(npcBox, Color.Cyan);
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bool foundBox = false;
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foreach (AABB box in world.CollisionTargets) {
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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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}
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if (!foundBox) {
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return "idle";
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}
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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 readonly Sprite sprite;
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private readonly Vector2 spriteCenter;
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private readonly Vector2 eyeOffset = new Vector2(4, -9);
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private readonly FSM<Object> fsm;
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private readonly Vector2 halfSize = new Vector2(11, 24);
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public NPC(Vector2 position, int facing) {
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sprite = Sprites.Executioner;
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spriteCenter = new Vector2(
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sprite.Width / 2, sprite.Height - halfSize.Y - sprite.GroundPadding);
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Position = position;
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Box = new AABB(Position, halfSize);
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Facing = facing;
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fsm = new FSM<Object>("run", new Dictionary<string, IState<Object>> {
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{ "idle", new IdleState(this) },
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{ "run", new RunState(this) }
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});
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}
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public int Facing;
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public Vector2 Position;
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public AABB Box { get; private set; }
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public Vector2 EyePosition {
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get {
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return Vector2.Add(Position, new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
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}
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}
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public float VisionRange {
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get {
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return 150;
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}
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}
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public float FieldOfView {
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get {
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return FMath.DegToRad(120);
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}
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}
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public Vector2 VisionRay {
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get {
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return new Vector2(VisionRange * Facing, 0);
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}
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}
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public void Update(float modelTime, SneakWorld world) {
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fsm.Update(modelTime, world, null);
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Box = new AABB(Position, halfSize);
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Debug.AddRect(Box, Color.White);
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}
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public void Draw(SpriteBatch spriteBatch) {
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Rectangle textureSource =
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sprite.GetTextureSource(fsm.StateName, Clock.ModelTime.TotalSeconds);
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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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spriteBatch.Draw(Textures.Executioner.Get, Vector2.Round(Position), textureSource, color, 0f,
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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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