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Player.cs
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Player.cs
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using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Monsterfall_01.Engine;
using Monsterfall_01.Engine.Collision;
using Monsterfall_01.Engine.Input;
using Monsterfall_01.Engine.StateManager;
using Monsterfall_01.PowerUp;
using Monsterfall_01.StateGame;
using Monsterfall_01.StatesPlayer;
namespace Monsterfall_01
{
public class Player : Collidable
{
// Animation States of the player
public enum States
{
IDLE,
RUN,
ATTACK_BOW,
//HIT,
//DEATH
}
// Time it takes to reset movement on each direction (X,Y) to zero
const float MOVEMENT_RESET_TIME = 0.05F;
// FSM to change between player animations
FSM animationManager;
public List<Animation> playerAnimations;
protected Animation playerAnimation;
Dictionary<String, int> mapDirections;
public float movementSpeed;
const float RUN_SPEED = 4.0f;
// Speed upgrade is 1 by default and increases when player picks the speed booster
float speedUpgrade;
public float scale;
public Vector2 position;
Vector2 prevPosition;
public bool isActive;
public int Health;
int currentDirectionIndex;
public States currentState;
// Player timers
float xtimer;
float ytimer;
float takeDamageTimer;
float attackTimer;
float speedUpTimer;
float bowUpgradeTimer;
List<String> directions;
public int currentAnimation;
public bool isAttacking;
int playerScore;
float deltaTime;
// Item that is in the pickup range of player
ShopItem itemInRange;
Vector2 windowSize;
public float GetMovementSpeed() { return (float)(speedUpgrade * movementSpeed * 60 * deltaTime); }
public int Width
{ get { return (int)((float)playerAnimation.frameWidth * scale); } }
public int Height
{ get { return (int)((float)playerAnimation.frameHeight * scale); } }
public event EventHandler<Vector2> OnPlayerHit;
public event EventHandler<Vector2> OnPlayerPowerUp;
public void Initialize(ref List<Animation> playerAnimations, Vector2 position, Vector2 windowSize, float scale = 1.0f)
{
speedUpgrade = 1.0f;
movementSpeed = RUN_SPEED;
deltaTime = 0;
this.position = position;
this.prevPosition = this.position;
this.playerAnimations = playerAnimations;
this.directions = new List<String>();
this.windowSize = windowSize;
mapDirections = new Dictionary<String, int>();
String direction = "";
directions.Add(direction);
directions.Add(direction);
playerScore = 0;
isAttacking = false;
animationManager = new FSM(this);
StatePlayerIdle statePlayerIdle = new StatePlayerIdle();
StatePlayerRun statePlayerRun = new StatePlayerRun();
StatePlayerAttack statePlayerAttack = new StatePlayerAttack();
StatePlayerHit statePlayerHit = new StatePlayerHit();
StatePlayerDeath statePlayerDeath = new StatePlayerDeath();
statePlayerIdle.AddTransition(new Transition(statePlayerRun, () => DeltaPosition() != Vector2.Zero));
statePlayerIdle.AddTransition(new Transition(statePlayerAttack, () => isAttacking));
statePlayerRun.AddTransition(new Transition(statePlayerIdle, () => DeltaPosition() == Vector2.Zero));
statePlayerRun.AddTransition(new Transition(statePlayerAttack, () => isAttacking));
statePlayerAttack.AddTransition(new Transition(statePlayerIdle, () => DeltaPosition() == Vector2.Zero && !this.playerAnimations[currentAnimation].Active));
statePlayerAttack.AddTransition(new Transition(statePlayerRun, () => DeltaPosition() != Vector2.Zero && !this.playerAnimations[currentAnimation].Active));
animationManager.AddState(statePlayerIdle);
animationManager.AddState(statePlayerRun);
animationManager.AddState(statePlayerAttack);
animationManager.AddState(statePlayerHit);
animationManager.AddState(statePlayerDeath);
animationManager.Initialise("Idle");
// Directions in which player can move
mapDirections.Add("NORTH", 0);
mapDirections.Add("NORTHEAST", 1);
mapDirections.Add("EAST", 2);
mapDirections.Add("SOUTHEAST", 3);
mapDirections.Add("SOUTH", 4);
mapDirections.Add("SOUTHWEST", 5);
mapDirections.Add("WEST", 6);
mapDirections.Add("NORTHWEST", 7);
currentAnimation = 0;
// TODO: add Timer manager
this.xtimer = 0;
this.takeDamageTimer = 0;
this.ytimer = 0;
this.attackTimer = 0;
this.speedUpTimer = 0;
this.bowUpgradeTimer = 0.0f;
playerAnimation = playerAnimations[currentAnimation];
Health = GameInfo.Instance.PlayerInfo.health;
this.scale = scale;
isActive = true;
}
public void Update(GameTime gameTime)
{
this.deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
animationManager.Update(gameTime);
this.box = new Rectangle((int)(position.X - Width / 6), (int)position.Y - 90 / 2, Width / 3, 90);
// Update timers
xtimer -= deltaTime;
ytimer -= deltaTime;
speedUpTimer -= deltaTime;
takeDamageTimer -= deltaTime;
attackTimer -= deltaTime;
bowUpgradeTimer -= deltaTime;
if (speedUpTimer < 0) { speedUpgrade = 1.0f; }
UpdateAnimation(gameTime);
}
private void UpdateAnimation(GameTime gameTime)
{
// If we have direction change the direction Index
if (getDirection() != "")
currentDirectionIndex = mapDirections[getDirection()];
// current animation is sum of direction index and animation state index
currentAnimation = currentDirectionIndex + 8 * (int)currentState;
playerAnimations[currentAnimation].Position = position;
playerAnimations[currentAnimation].Update(gameTime);
}
public void Draw(SpriteBatch spriteBatch, GraphicsDevice GraphicsDevices)
{
checkTimers();
playerAnimations[currentAnimation].Draw(spriteBatch);
}
public void moveNorth(eButtonState buttonState, Vector2 amount)
{
if (buttonState == eButtonState.DOWN)
{
setYTimer("NORTH");
this.prevPosition.Y = position.Y;
this.position.Y -= GetMovementSpeed();
}
}
public void moveEast(eButtonState buttonState, Vector2 amount)
{
if (buttonState == eButtonState.DOWN)
{
setXTimer("EAST");
this.prevPosition.X = position.X;
this.position.X += GetMovementSpeed();
}
}
public void moveSouth(eButtonState buttonState, Vector2 amount)
{
if (buttonState == eButtonState.DOWN)
{
setYTimer("SOUTH");
this.prevPosition.Y = position.Y;
this.position.Y += GetMovementSpeed();
}
}
public void moveWest(eButtonState buttonState, Vector2 amount)
{
if (buttonState == eButtonState.DOWN)
{
setXTimer("WEST");
this.prevPosition.X = position.X;
this.position.X -= GetMovementSpeed();
}
}
private void checkTimers()
{
// Reset the movement if player hasn't pressed move keys
if (xtimer < 0)
{
prevPosition.X = position.X;
directions[1] = "";
}
if (ytimer < 0)
{
prevPosition.Y = position.Y;
directions[0] = "";
}
}
// Set Direction and timer in Y Axis
private void setXTimer(String direction)
{
directions[1] = direction;
xtimer = MOVEMENT_RESET_TIME;
}
// Set Direction and timer in X Axis
private void setYTimer(String direction)
{
directions[0] = direction;
ytimer = MOVEMENT_RESET_TIME;
}
public String getDirection()
{
return directions[0] + directions[1];
}
public void ShootArrow(eButtonState buttonState, Vector2 amount)
{
if (buttonState == eButtonState.UP)
{
if (attackTimer > 0)
{
return;
}
// TODO: make this a helper function
Vector2 direction = Vector2.Normalize(new Vector2(windowSize.X / 2, windowSize.Y / 2) - amount);
double degree = Math.Acos(Vector2.Dot(direction, new Vector2(0, 1)));
currentDirectionIndex = (int)((degree * 180 / Math.PI) / (360.0f / 8));
if (direction.X > 0)
{
currentDirectionIndex = (int)(((2 * Math.PI - degree) * 180 / Math.PI) / (360.0f / 8));
degree += 2 * (Math.PI - degree);
}
if (bowUpgradeTimer > 0)
{
StateGamePlay.arrowList.Add(new Arrow(this.position, degree));
StateGamePlay.arrowList.Add(new Arrow(this.position, degree + 0.25));
StateGamePlay.arrowList.Add(new Arrow(this.position, degree - 0.25));
}
else
StateGamePlay.arrowList.Add(new Arrow(this.position, degree));
isAttacking = true;
attackTimer = .5f;
}
}
public void Interact(eButtonState buttonState, Vector2 amount)
{
if (buttonState == eButtonState.PRESSED)
{
// Check if Item is in pickup range
if (itemInRange != null)
{
// Check if player has enough score
if (itemInRange.GetCost() > playerScore)
{
return;
}
OnPlayerPowerUp(this, position);
itemInRange.Picked();
}
}
}
public override bool CollisionTest(Collidable obj)
{
if (this.Intersects(obj))
{
return true;
}
return false;
}
public override void OnCollision(Collidable obj)
{
Enemy enemy = obj as Enemy;
// If enemy is attacking and is colliding, player takes damage
if (enemy != null)
{
if (takeDamageTimer < 0 && (enemy.isAttacking))
{
TakeDamage(enemy);
takeDamageTimer = 1.0f;
}
}
// Only the first decoration collision is working
ShopItem shopItem = obj as ShopItem;
if (shopItem != null)
{
itemInRange = shopItem;
return;
}
// Colllision and block with decorations
Tile decoration = obj as Tile;
if (decoration != null)
{
float PUSH_POWER = 1f;
Vector2 depth = RectangleExtensions.GetIntersectionDepth(box, decoration.GetBox());
Vector2 fallback = Vector2.Zero;
//Vector2 direction = Vector2.Normalize(position - prevPosition);
// Check which direction we are colliding with the object
if (position.Y >= (decoration.GetPosition().Y + decoration.GetBox().Height) ||
position.Y <= (decoration.GetPosition().Y - decoration.GetBox().Height))
{
fallback.Y = PUSH_POWER * depth.Y;
}
else
{
fallback.X = PUSH_POWER * depth.X;
}
position += fallback;
}
}
public Vector2 DeltaPosition() { return position - prevPosition; }
internal void AddHealth(object sender, HealthArgs e)
{
Health += e.health;
}
internal void SpeedUp(object sender, PowerUpSpeed.SpeedUpArgs e)
{
if (speedUpTimer > 0)
return;
speedUpgrade = e.speedUpIntensity;
speedUpTimer = e.duration;
}
internal void BowUpgrade(object sender, BowArgs e)
{
bowUpgradeTimer = e.duration;
}
public void UpdateScore(object sender, int e)
{
playerScore = e;
}
private async void TakeDamage(Enemy enemy)
{
await Task.Delay(TimeSpan.FromMilliseconds(400));
OnPlayerHit(this, position);
Health -= enemy.Damage;
}
}
}