A stealth-based 2D platformer where you don't have to kill anyone unless you want to. https://www.semicolin.games
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
class IdleState : IState<Object> {
private readonly NPC npc;
private float timeInState = 0;
public IdleState(NPC npc) {
this.npc = npc;
}
public void Enter() {
timeInState = 0;
}
public string Update(float modelTime, SneakWorld world, Object _) {
timeInState += modelTime;
if (timeInState > 1.0f) {
npc.Facing *= -1;
return "run";
}
return null;
}
}
class RunState : IState<Object> {
private readonly NPC npc;
public RunState(NPC npc) {
this.npc = npc;
}
public void Enter() {}
public string Update(float modelTime, SneakWorld world, Object _) {
float moveSpeed = 120;
float desiredX = npc.Position.X + moveSpeed * npc.Facing * modelTime;
float testPoint = desiredX + npc.Box.HalfSize.X * npc.Facing;
AABB npcBox = new AABB(
new Vector2(testPoint, npc.Position.Y + 1), new Vector2(1, npc.Box.HalfSize.Y));
Debug.AddRect(npcBox, Color.Cyan);
bool foundBox = false;
foreach (AABB box in world.CollisionTargets) {
if (box.Intersect(npcBox) != null) {
foundBox = true;
break;
}
}
if (!foundBox) {
return "idle";
}
npc.Position.X = desiredX;
return null;
}
}
public class NPC {
private readonly Sprite sprite;
private readonly Vector2 spriteCenter;
private readonly Vector2 eyeOffset = new Vector2(4, -9);
private readonly FSM<Object> fsm;
private readonly Vector2 halfSize = new Vector2(11, 24);
public NPC(Vector2 position, int facing) {
sprite = Sprites.Executioner;
spriteCenter = new Vector2(
sprite.Width / 2, sprite.Height - halfSize.Y - sprite.GroundPadding);
Position = position;
Box = new AABB(Position, halfSize);
Facing = facing;
fsm = new FSM<Object>("run", new Dictionary<string, IState<Object>> {
{ "idle", new IdleState(this) },
{ "run", new RunState(this) }
});
}
public int Facing;
public Vector2 Position;
public AABB Box { get; private set; }
public Vector2 EyePosition {
get {
return Vector2.Add(Position, new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
}
}
public float VisionRange {
get {
return 150;
}
}
public float FieldOfView {
get {
return FMath.DegToRad(120);
}
}
public Vector2 VisionRay {
get {
return new Vector2(VisionRange * Facing, 0);
}
}
public void Update(float modelTime, SneakWorld world) {
fsm.Update(modelTime, world, null);
Box = new AABB(Position, halfSize);
Debug.AddRect(Box, Color.White);
}
public void Draw(SpriteBatch spriteBatch) {
Rectangle textureSource =
sprite.GetTextureSource(fsm.StateName, Clock.ModelTime.TotalSeconds);
SpriteEffects effect = Facing == 1 ?
SpriteEffects.None : SpriteEffects.FlipHorizontally;
Color color = Color.White;
spriteBatch.Draw(Textures.Executioner.Get, Vectors.Round(Position), textureSource, color, 0f,
spriteCenter, Vector2.One, effect, 0f);
}
}
}