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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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