sneak/Shared/NPC.cs

111 lines
2.9 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
namespace SemiColinGames {
class IdleState : IState<NPC> {
float timeInState = 0;
public void Enter() {
timeInState = 0;
}
public string Update(NPC npc, float modelTime, World world) {
timeInState += modelTime;
if (timeInState > 1.0f) {
npc.Facing *= -1;
return "run";
}
return null;
}
}
class RunState : IState<NPC> {
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, 33));
Debug.AddRect(npcBox, Color.Cyan);
bool foundBox = false;
foreach (AABB box in world.CollisionTargets) {
if (box.Intersect(npcBox) != null) {
foundBox = true;
break;
}
}
if (!foundBox) {
return "idle";
}
npc.Position.X = desiredX;
return null;
}
}
public class NPC {
private const int spriteWidth = 96;
private const int spriteHeight = 81;
private const int spriteCenterYOffset = 2;
private readonly Vector2 eyeOffset = new Vector2(4, -3);
private FSM<NPC> fsm;
public NPC(Point position, int facing) {
Position = position;
Facing = facing;
fsm = new FSM<NPC>(new Dictionary<string, IState<NPC>> {
{ "idle", new IdleState() },
{ "run", new RunState() }
}, "run");
}
public int Facing;
public Point Position;
public Vector2 EyePosition {
get {
return Vector2.Add(
Position.ToVector2(), new Vector2(eyeOffset.X * Facing, eyeOffset.Y));
}
}
public float VisionRange {
get {
return 150;
}
}
public float FieldOfView {
get {
return FMath.DegToRad(120);
}
}
public Vector2 VisionRay {
get {
return new Vector2(VisionRange * Facing, 0);
}
}
public void Update(float modelTime, World world) {
fsm.Update(this, modelTime, world);
}
public void Draw(SpriteBatch spriteBatch) {
Rectangle textureSource = Sprites.Executioner.GetTextureSource(
fsm.StateName, Clock.ModelTime.TotalSeconds);
// TODO: move this into Sprite metadata.
Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
SpriteEffects effect = Facing == 1 ?
SpriteEffects.None : SpriteEffects.FlipHorizontally;
Color color = Color.White;
spriteBatch.Draw(Textures.Executioner.Get, Position.ToVector2(), textureSource, color, 0f,
spriteCenter, Vector2.One, effect, 0f);
}
}
}