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NPC: Position is now a Vector2, not a Point

master
Colin McMillen 4 years ago
parent
commit
dfb80c9fde
  1. 32
      Shared/NPC.cs
  2. 2
      Shared/World.cs

32
Shared/NPC.cs

@ -24,11 +24,11 @@ namespace SemiColinGames {
public void Enter() {}
public string Update(NPC npc, float modelTime, World world) {
int moveSpeed = 120;
int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
int testPoint = desiredX + 12 * npc.Facing;
// TODO: define the box modularly & correctly.
AABB npcBox = new AABB(new Vector2(testPoint, npc.Position.Y), new Vector2(1, 25));
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) {
@ -47,21 +47,23 @@ namespace SemiColinGames {
}
public class NPC {
private readonly Sprite sprite;
private readonly Vector2 spriteCenter;
private readonly Vector2 eyeOffset = new Vector2(4, -9);
private readonly FSM<NPC> fsm;
private AABB physicsBox;
private readonly Vector2 halfSize = new Vector2(12, 24);
public NPC(Point position, int facing) {
public NPC(Vector2 position, int facing) {
sprite = Sprites.Executioner;
Position = position;
spriteCenter = new Vector2(
sprite.Width / 2, sprite.Height - halfSize.Y - sprite.GroundPadding);
physicsBox = new AABB(position.ToVector2(), halfSize);
Position = position;
Box = new AABB(Position, halfSize);
Facing = facing;
fsm = new FSM<NPC>(new Dictionary<string, IState<NPC>> {
{ "idle", new IdleState() },
{ "run", new RunState() }
@ -69,12 +71,12 @@ namespace SemiColinGames {
}
public int Facing;
public Point Position;
public Vector2 Position;
public AABB Box { get; private set; }
public Vector2 EyePosition {
get {
return Vector2.Add(
Position.ToVector2(), new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
return Vector2.Add(Position, new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
}
}
@ -98,8 +100,8 @@ namespace SemiColinGames {
public void Update(float modelTime, World world) {
fsm.Update(this, modelTime, world);
physicsBox = new AABB(Position.ToVector2(), halfSize);
Debug.AddRect(physicsBox, Color.White);
Box = new AABB(Position, halfSize);
Debug.AddRect(Box, Color.White);
}
public void Draw(SpriteBatch spriteBatch) {
@ -108,7 +110,7 @@ namespace SemiColinGames {
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, Vector2.Round(Position), textureSource, color, 0f,
spriteCenter, Vector2.One, effect, 0f);
}
}

2
Shared/World.cs

@ -143,7 +143,7 @@ namespace SemiColinGames {
if (name == "player") {
player = new Player(new Point(x, y), facing);
} else if (name == "executioner") {
npcs.Add(new NPC(new Point(x, y), facing));
npcs.Add(new NPC(new Vector2(x, y), facing));
}
}
return (player, npcs.ToArray());

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