NPC: Position is now a Vector2, not a Point
This commit is contained in:
parent
e97ff479d0
commit
dfb80c9fde
@ -24,11 +24,11 @@ namespace SemiColinGames {
|
|||||||
public void Enter() {}
|
public void Enter() {}
|
||||||
|
|
||||||
public string Update(NPC npc, float modelTime, World world) {
|
public string Update(NPC npc, float modelTime, World world) {
|
||||||
int moveSpeed = 120;
|
float moveSpeed = 120;
|
||||||
int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
|
float desiredX = npc.Position.X + moveSpeed * npc.Facing * modelTime;
|
||||||
int testPoint = desiredX + 12 * npc.Facing;
|
float testPoint = desiredX + npc.Box.HalfSize.X * npc.Facing;
|
||||||
// TODO: define the box modularly & correctly.
|
AABB npcBox = new AABB(
|
||||||
AABB npcBox = new AABB(new Vector2(testPoint, npc.Position.Y), new Vector2(1, 25));
|
new Vector2(testPoint, npc.Position.Y + 1), new Vector2(1, npc.Box.HalfSize.Y));
|
||||||
Debug.AddRect(npcBox, Color.Cyan);
|
Debug.AddRect(npcBox, Color.Cyan);
|
||||||
bool foundBox = false;
|
bool foundBox = false;
|
||||||
foreach (AABB box in world.CollisionTargets) {
|
foreach (AABB box in world.CollisionTargets) {
|
||||||
@ -47,21 +47,23 @@ namespace SemiColinGames {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public class NPC {
|
public class NPC {
|
||||||
|
|
||||||
private readonly Sprite sprite;
|
private readonly Sprite sprite;
|
||||||
private readonly Vector2 spriteCenter;
|
private readonly Vector2 spriteCenter;
|
||||||
private readonly Vector2 eyeOffset = new Vector2(4, -9);
|
private readonly Vector2 eyeOffset = new Vector2(4, -9);
|
||||||
|
|
||||||
private readonly FSM<NPC> fsm;
|
private readonly FSM<NPC> fsm;
|
||||||
private AABB physicsBox;
|
|
||||||
private readonly Vector2 halfSize = new Vector2(12, 24);
|
private readonly Vector2 halfSize = new Vector2(12, 24);
|
||||||
|
|
||||||
public NPC(Point position, int facing) {
|
public NPC(Vector2 position, int facing) {
|
||||||
sprite = Sprites.Executioner;
|
sprite = Sprites.Executioner;
|
||||||
Position = position;
|
|
||||||
spriteCenter = new Vector2(
|
spriteCenter = new Vector2(
|
||||||
sprite.Width / 2, sprite.Height - halfSize.Y - sprite.GroundPadding);
|
sprite.Width / 2, sprite.Height - halfSize.Y - sprite.GroundPadding);
|
||||||
physicsBox = new AABB(position.ToVector2(), halfSize);
|
|
||||||
|
Position = position;
|
||||||
|
Box = new AABB(Position, halfSize);
|
||||||
Facing = facing;
|
Facing = facing;
|
||||||
|
|
||||||
fsm = new FSM<NPC>(new Dictionary<string, IState<NPC>> {
|
fsm = new FSM<NPC>(new Dictionary<string, IState<NPC>> {
|
||||||
{ "idle", new IdleState() },
|
{ "idle", new IdleState() },
|
||||||
{ "run", new RunState() }
|
{ "run", new RunState() }
|
||||||
@ -69,12 +71,12 @@ namespace SemiColinGames {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public int Facing;
|
public int Facing;
|
||||||
public Point Position;
|
public Vector2 Position;
|
||||||
|
public AABB Box { get; private set; }
|
||||||
|
|
||||||
public Vector2 EyePosition {
|
public Vector2 EyePosition {
|
||||||
get {
|
get {
|
||||||
return Vector2.Add(
|
return Vector2.Add(Position, new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
|
||||||
Position.ToVector2(), new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -98,8 +100,8 @@ namespace SemiColinGames {
|
|||||||
|
|
||||||
public void Update(float modelTime, World world) {
|
public void Update(float modelTime, World world) {
|
||||||
fsm.Update(this, modelTime, world);
|
fsm.Update(this, modelTime, world);
|
||||||
physicsBox = new AABB(Position.ToVector2(), halfSize);
|
Box = new AABB(Position, halfSize);
|
||||||
Debug.AddRect(physicsBox, Color.White);
|
Debug.AddRect(Box, Color.White);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Draw(SpriteBatch spriteBatch) {
|
public void Draw(SpriteBatch spriteBatch) {
|
||||||
@ -108,7 +110,7 @@ namespace SemiColinGames {
|
|||||||
SpriteEffects effect = Facing == 1 ?
|
SpriteEffects effect = Facing == 1 ?
|
||||||
SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||||
Color color = Color.White;
|
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);
|
spriteCenter, Vector2.One, effect, 0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -143,7 +143,7 @@ namespace SemiColinGames {
|
|||||||
if (name == "player") {
|
if (name == "player") {
|
||||||
player = new Player(new Point(x, y), facing);
|
player = new Player(new Point(x, y), facing);
|
||||||
} else if (name == "executioner") {
|
} 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());
|
return (player, npcs.ToArray());
|
||||||
|
Loading…
Reference in New Issue
Block a user