Add basic FSM & use it from NPC.
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40
Shared/FSM.cs
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40
Shared/FSM.cs
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@ -0,0 +1,40 @@
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public interface IState {
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public void Enter();
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public string? Update(NPC npc, float modelTime, AABB[] collisionTargets);
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}
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public class FSM {
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float timeInState = 0f;
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Dictionary<string, IState> states;
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IState state;
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public FSM(Dictionary<string, IState> states, string initial) {
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this.states = states;
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StateName = initial;
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Transition(StateName);
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}
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public string StateName { get; private set; }
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public void Update(NPC npc, float modelTime, AABB[] collisionTargets) {
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timeInState += modelTime;
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string? newState = state.Update(npc, modelTime, collisionTargets);
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if (newState != null) {
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Transition(newState);
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}
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}
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void Transition(string state) {
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Debug.WriteLine("{0} -> {1} @ {2}", StateName, state, timeInState);
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timeInState = 0f;
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StateName = state;
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IState newState = states[state];
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this.state = newState;
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this.state.Enter();
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}
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}
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}
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@ -1,25 +1,33 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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namespace SemiColinGames {
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class NPC {
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private Point position;
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class IdleState : IState {
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float timeInState = 0;
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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 = 3;
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public NPC(Point position) {
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this.position = position;
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public void Enter() {
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timeInState = 0;
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}
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public int Facing { get; private set; } = 1;
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public string? Update(NPC npc, float modelTime, AABB[] collisionTargets) {
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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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public void Update(float modelTime, AABB[] collisionTargets) {
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class RunState : IState {
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public void Enter() {}
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public string? Update(NPC npc, float modelTime, AABB[] collisionTargets) {
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int moveSpeed = 120;
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int desiredX = position.X + (int) (moveSpeed * Facing * modelTime);
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int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
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// TODO: define the box modularly & correctly.
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AABB npcBox = new AABB(new Vector2(desiredX, position.Y), new Vector2(11, 33));
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AABB npcBox = new AABB(new Vector2(desiredX, npc.Position.Y), new Vector2(1, 33));
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Debug.AddRect(npcBox, Color.Cyan);
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bool foundBox = false;
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foreach (AABB box in collisionTargets) {
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@ -30,20 +38,44 @@ namespace SemiColinGames {
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}
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if (!foundBox) {
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Facing *= -1;
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return "idle";
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}
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position.X = desiredX;
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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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private FSM fsm;
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public NPC(Point position) {
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Position = position;
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fsm = new FSM(new Dictionary<string, IState> {
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{ "idle", new IdleState() },
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{ "run", new RunState() }
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}, "idle");
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}
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public int Facing = 1;
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public Point Position;
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public void Update(float modelTime, AABB[] collisionTargets) {
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fsm.Update(this, modelTime, collisionTargets);
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}
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public void Draw(SpriteBatch spriteBatch) {
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Rectangle textureSource = Sprites.Executioner.GetTextureSource(
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"run", (int) Clock.ModelTime.TotalMilliseconds);
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fsm.StateName, (int) Clock.ModelTime.TotalMilliseconds);
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// TODO: move this into Sprite metadata.
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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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spriteBatch.Draw(Textures.Executioner.Get, position.ToVector2(), textureSource, color, 0f,
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spriteBatch.Draw(Textures.Executioner.Get, Position.ToVector2(), textureSource, color, 0f,
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spriteCenter, Vector2.One, effect, 0f);
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}
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}
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@ -11,6 +11,7 @@
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<ItemGroup>
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<Compile Include="$(MSBuildThisFileDirectory)Camera.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)ExtensionMethods.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)FSM.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)NPC.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)SoundEffects.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Sprites.cs" />
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