A stealth-based 2D platformer where you don't have to kill anyone unless you want to.
https://www.semicolin.games
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50 lines
1.6 KiB
50 lines
1.6 KiB
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace SemiColinGames {
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class NPC {
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private Point position;
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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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}
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public int Facing { get; private set; } = 1;
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public void Update(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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// 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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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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if (box.Intersect(npcBox) != null) {
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foundBox = true;
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break;
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}
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}
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if (!foundBox) {
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Facing *= -1;
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}
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position.X = desiredX;
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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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// 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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spriteCenter, Vector2.One, effect, 0f);
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}
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}
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}
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