NPC: Position is now a Vector2, not a Point
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@ -24,11 +24,11 @@ namespace SemiColinGames {
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public void Enter() {}
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public string Update(NPC npc, float modelTime, World world) {
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int moveSpeed = 120;
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int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
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int testPoint = desiredX + 12 * npc.Facing;
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// TODO: define the box modularly & correctly.
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AABB npcBox = new AABB(new Vector2(testPoint, npc.Position.Y), new Vector2(1, 25));
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float moveSpeed = 120;
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float desiredX = npc.Position.X + moveSpeed * npc.Facing * modelTime;
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float testPoint = desiredX + npc.Box.HalfSize.X * npc.Facing;
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AABB npcBox = new AABB(
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new Vector2(testPoint, npc.Position.Y + 1), new Vector2(1, npc.Box.HalfSize.Y));
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Debug.AddRect(npcBox, Color.Cyan);
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bool foundBox = false;
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foreach (AABB box in world.CollisionTargets) {
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@ -47,21 +47,23 @@ namespace SemiColinGames {
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}
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public class NPC {
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private readonly Sprite sprite;
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private readonly Vector2 spriteCenter;
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private readonly Vector2 eyeOffset = new Vector2(4, -9);
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private readonly FSM<NPC> fsm;
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private AABB physicsBox;
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private readonly Vector2 halfSize = new Vector2(12, 24);
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public NPC(Point position, int facing) {
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public NPC(Vector2 position, int facing) {
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sprite = Sprites.Executioner;
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Position = position;
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spriteCenter = new Vector2(
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sprite.Width / 2, sprite.Height - halfSize.Y - sprite.GroundPadding);
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physicsBox = new AABB(position.ToVector2(), halfSize);
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Position = position;
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Box = new AABB(Position, halfSize);
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Facing = facing;
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fsm = new FSM<NPC>(new Dictionary<string, IState<NPC>> {
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{ "idle", new IdleState() },
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{ "run", new RunState() }
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@ -69,12 +71,12 @@ namespace SemiColinGames {
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}
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public int Facing;
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public Point Position;
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public Vector2 Position;
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public AABB Box { get; private set; }
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public Vector2 EyePosition {
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get {
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return Vector2.Add(
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Position.ToVector2(), new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
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return Vector2.Add(Position, new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
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}
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}
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@ -98,8 +100,8 @@ namespace SemiColinGames {
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public void Update(float modelTime, World world) {
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fsm.Update(this, modelTime, world);
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physicsBox = new AABB(Position.ToVector2(), halfSize);
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Debug.AddRect(physicsBox, Color.White);
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Box = new AABB(Position, halfSize);
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Debug.AddRect(Box, Color.White);
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}
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public void Draw(SpriteBatch spriteBatch) {
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@ -108,7 +110,7 @@ namespace SemiColinGames {
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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, Vector2.Round(Position), textureSource, color, 0f,
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spriteCenter, Vector2.One, effect, 0f);
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}
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}
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@ -143,7 +143,7 @@ namespace SemiColinGames {
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if (name == "player") {
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player = new Player(new Point(x, y), facing);
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} else if (name == "executioner") {
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npcs.Add(new NPC(new Point(x, y), facing));
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npcs.Add(new NPC(new Vector2(x, y), facing));
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}
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}
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return (player, npcs.ToArray());
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