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GameObject.cs
659 lines (571 loc) · 22.8 KB
/
GameObject.cs
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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
//------------------------------------------------------------------------------+
//Author: Aidan |
//Purpose: The base game piece object, generic gamepieces must not be made, as |
//They are meant to be a parent class. Every game object will be added to the |
//Object handlers Dictionary of objects. All update and draws will be handled |
//by the object handler. |
//------------------------------------------------------------------------------+
namespace ProjectGreco
{
public class GameObject
{
/// <summary>
/// This is a list of lists. The reason for this being that to contain each of the seperate animations, you must have a seperate
/// list to hold it. For example, animationList[0][2] would be the third frame of the idle animation. Idle animation being the first animation
/// in the list of animations. One list contained in the animation list will be looped through create an animation
/// </summary>
protected List<List<Texture2D>> animationList;
/// <summary>
/// This is a list of lists. The reason for this being that to contain each of the seperate animations, you must have a seperate
/// list to hold it. For example, animationList[0][2] would be the third frame of the idle animation. Idle animation being the first animation
/// in the list of animations. One list contained in the animation list will be looped through create an animation
/// </summary>
public List<List<Texture2D>> AnimationList
{
get { return animationList; }
set { animationList = value; }
}
/// <summary>
/// Index to use for animation
/// </summary>
protected int animationListIndex;
/// <summary>
/// Index of the frame in the animation
/// </summary>
protected int frameIndex;
/// <summary>
/// The ammount of frames to be shown per second for animations
/// </summary>
protected int framesPerSecond = 12;
public int FramesPerSecond
{
get { return framesPerSecond; }
set { framesPerSecond = value; }
}
/// <summary>
/// A bool to control whether or not the game object is animating
/// Deafult value is false
/// </summary>
protected bool animating;
/// <summary>
/// A bool to control whether or not the object's animation will loop
/// Default value is true
/// </summary>
protected bool looping;
/// <summary>
/// This holds the x and y position of the object. The sprite is drawn to this position
/// </summary>
protected Vector2 position;
/// <summary>
/// This holds the x and y position of the object. The sprite is drawn to this position
/// </summary>
public Vector2 Position
{
get { return position; }
set { position = value; }
}
private Vector2 oldPosition;
protected Vector2 OldPosition
{
get { return oldPosition; }
set { oldPosition = value; }
}
/// <summary>
/// The velocity is added to the position every game loop.
/// </summary>
protected Vector2 velocity;
/// <summary>
/// The velocity is added to the position every game loop.
/// </summary>
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
/// <summary>
/// Accelerationn is added to the velocity every game loop.
/// </summary>
protected Vector2 acceleration;
/// <summary>
/// Accelerationn is added to the velocity every game loop.
/// </summary>
public Vector2 Acceleration
{
get { return acceleration; }
set { acceleration = value; }
}
/// <summary>
/// The collision box of the given game object
/// </summary>
protected Rectangle collisionBox;
public Rectangle CollisionBox
{
get { return collisionBox; }
set { collisionBox = value; }
}
/// <summary>
/// Height of the collision box
/// </summary>
public float Height
{
get { return collisionBox.Height; }
set { collisionBox = new Rectangle(collisionBox.X, collisionBox.Y, CollisionBox.Width, (int)value); }
}
/// <summary>
/// Width of the collision box
/// </summary>
public float Width
{
get { return collisionBox.Width; }
set { collisionBox = new Rectangle(collisionBox.X, collisionBox.Y, (int)value, collisionBox.Height ); }
}
/// <summary>
/// This contains the specific "type" of object that this is. This is used to identify for specific cases in collision and others
/// </summary>
public string ObjectType;
/// <summary>
/// This bool will tell the object handler whether or not this object should check for collisions against other objects.
/// Useful for things such as walls, which do not actually need to check for collisions against other objects.
/// Initial set to false for ALL game objects.
/// </summary>
protected bool checkForCollisions;
public bool CheckForCollisions
{
get { return checkForCollisions; }
set { checkForCollisions = value; }
}
/// <summary>
/// This bool will keep track of whether or not an object is on the screen. An object will only be checked against, and check collisions if it is on the screen.
/// </summary>
protected bool onScreen;
public bool OnScreen
{
get { return onScreen; }
set { onScreen = value; }
}
/// <summary>
/// The Vector used to map the gameobject to the screen using the camera displacement. To modify position in the level, use position. It is Unsafe to modify this value.
/// </summary>
protected Vector2 onScreenVector;
public Vector2 OnScreenVector
{
get { return onScreenVector; }
set { onScreenVector = value; }
}
/// <summary>
/// The name of the object as stored int the dictionary
/// </summary>
public string dictionaryName;
protected int zOrder = 0;
public int ZOrder
{
get { return zOrder; }
set { zOrder = value; }
}
/// <summary>
/// A bool telling whether or not there is another object below this one
/// </summary>
protected bool objectBelow = false;
public bool ObjectBelow
{
get { return objectBelow; }
set { objectBelow = value; }
}
/// <summary>
/// The angle of the objects rotation, in Radians
/// </summary>
protected float angle = 0;
public float Angle
{
get { return angle; }
set { angle = value; }
}
/// <summary>
/// The scale for the object
/// </summary>
protected Vector2 scale = new Vector2(1,1);
public Vector2 Scale
{
get { return scale; }
set { scale = value; }
}
/// <summary>
/// This bool will tell the draw function whether or not to flip the image of this object.
/// </summary>
protected bool hFlip = false;
public bool HFlip
{
get { return hFlip; }
set { hFlip = value; }
}
/// <summary>
/// If this bool is set to true than this object will be destroyed during the next update loop for this object
/// </summary>
protected bool destroyThis = false;
/// <summary>
/// If this bool is set to true than this object will be destroyed during the next update loop for this object
/// </summary>
public bool DestroyThis
{
get{return destroyThis;}
set { destroyThis = value; }
}
/// <summary>
/// If this is greater than zero, then the object will not draw.
/// </summary>
protected int flashCounter = 0;
/// <summary>
/// If this is greater than zero, then the object will not draw.
/// </summary>
public int FlashCounter
{
get { return flashCounter; }
set { flashCounter = value; }
}
/// <summary>
/// Default constructor, simply initializes a base texture and a base position
/// </summary>
public GameObject()
{
checkForCollisions = false;
animationList = new List<List<Texture2D>>();
animationList.Add(new List<Texture2D>());
animationList[0].Add(Game1.DEFAULT_TEXTURE);
position = new Vector2(0, 0);
velocity = new Vector2(0, 0);
acceleration = new Vector2(0, 0);
animationListIndex = 0;
frameIndex = 0;
looping = true;
animating = false;
collisionBox = new Rectangle((int)position.X, (int)position.Y, animationList[0][0].Width, animationList[0][0].Height);
ObjectType = "Basic_Object";
onScreen = false;
}
/// <summary>
/// Paramaterized constructor to create a game object with a default image, starting position, and a object type
/// </summary>
/// <param name="pos">The position to start the object at in the world</param>
/// <param name="GameObjectType">The type of object that it is</param>
public GameObject(Vector2 pos, string GameObjectType)
{
checkForCollisions = false;
animationList = new List<List<Texture2D>>();
animationList.Add(new List<Texture2D>());
animationList[0].Add(Game1.DEFAULT_TEXTURE);
position = pos;
velocity = new Vector2(0, 0);
acceleration = new Vector2(0, 0);
animationListIndex = 0;
frameIndex = 0;
looping = true;
animating = false;
collisionBox = new Rectangle((int)position.X, (int)position.Y, animationList[0][0].Width, animationList[0][0].Height);
ObjectType = GameObjectType;
onScreen = false;
}
/// <summary>
/// Paramaterized constructor to create a game object with a given set of animations, starting position, and a object type
/// </summary>
/// <param name="animations">The set of animaitons for the object to have</param>
/// <param name="pos">The position to start the object at in the world</param>
/// <param name="GameObjectType">The type of object that it is</param>
public GameObject(List<List<Texture2D>> animations, Vector2 pos, string GameObjectType)
{
checkForCollisions = false;
animationList = animations;
position = pos;
velocity = new Vector2(0, 0);
acceleration = new Vector2(0, 0);
animationListIndex = 0;
frameIndex = 0;
looping = true;
animating = false;
collisionBox = new Rectangle((int)position.X, (int)position.Y, animationList[0][0].Width, animationList[0][0].Height);
ObjectType = GameObjectType;
onScreen = false;
}
/// <summary>
/// Base update function. Adds velocity to positon, adds accelerations to velocity
/// </summary>
public virtual void Update()
{
oldPosition = new Vector2(position.X, position.Y);
position += velocity;
velocity += acceleration;
UpdateCollisionBox();
if (flashCounter > 0)
{
flashCounter--;
}
if (animating == true)
{
if(Game1.TIMER % (60 / framesPerSecond) == 0)
frameIndex++;
if (frameIndex >= animationList[animationListIndex].Count && looping == true)
frameIndex = 0;
else if (frameIndex >= animationList[animationListIndex].Count && looping == false)
A_StopAnimating();
}
//Check to see if an object is on screen.
OnScreenCheck();
if (destroyThis == true)
{
Destroy();
}
}
/// <summary>
/// The base draw function for every game object. Includes everything necasary to draw the object. Sets default overlay color to white,
/// which means no overlay color.
/// </summary>
/// <param name="spriteBatch">the base spriteBatch for the game</param>
public virtual void Draw(SpriteBatch spriteBatch)
{
if (hFlip == false && Math.Floor((double)flashCounter / (double)7) % 2 == 0)
{
spriteBatch.Draw(animationList[animationListIndex][frameIndex],
new Vector2(collisionBox.X - (int)Game1.CAMERA_DISPLACEMENT.X + Width / 2, collisionBox.Y - (int)Game1.CAMERA_DISPLACEMENT.Y + Height / 2),
new Rectangle(0, 0, collisionBox.Width, collisionBox.Height),
Color.White,
angle,
new Vector2(Width / 2, Height / 2),
scale,
SpriteEffects.None,
1);
}
else if (hFlip == true && Math.Floor((double)flashCounter / (double)7) % 2 == 0)
{
spriteBatch.Draw(animationList[animationListIndex][frameIndex],
new Vector2(collisionBox.X - (int)Game1.CAMERA_DISPLACEMENT.X + Width / 2, collisionBox.Y - (int)Game1.CAMERA_DISPLACEMENT.Y + Height / 2),
new Rectangle(0, 0, collisionBox.Width, collisionBox.Height),
Color.White,
angle,
new Vector2(Width / 2, Height / 2),
scale,
SpriteEffects.FlipHorizontally,
1);
}
}
/// <summary>
/// A paramterized draw function that includes the color that you want to overlay onto the image
/// </summary>
/// <param name="spriteBatch">The default game's spritbatch</param>
/// <param name="overLayColor">The color you wish to overlay</param>
public virtual void Draw(SpriteBatch spriteBatch, Color overLayColor)
{
if (hFlip == false && Math.Floor((double)flashCounter / (double)7) % 2 == 0)
{
spriteBatch.Draw(animationList[animationListIndex][frameIndex],
new Vector2(collisionBox.X - (int)Game1.CAMERA_DISPLACEMENT.X + Width / 2, collisionBox.Y - (int)Game1.CAMERA_DISPLACEMENT.Y + Height / 2),
new Rectangle(0, 0, collisionBox.Width, collisionBox.Height),
overLayColor,
angle,
new Vector2(Width / 2, Height / 2),
scale,
SpriteEffects.None,
1);
}
else if (hFlip == true && Math.Floor((double)flashCounter / (double)7) % 2 == 0)
{
spriteBatch.Draw(animationList[animationListIndex][frameIndex],
new Vector2(collisionBox.X - (int)Game1.CAMERA_DISPLACEMENT.X + Width / 2, collisionBox.Y - (int)Game1.CAMERA_DISPLACEMENT.Y + Height / 2),
new Rectangle(0, 0, collisionBox.Width, collisionBox.Height),
overLayColor,
angle,
new Vector2(Width / 2, Height / 2),
scale,
SpriteEffects.FlipHorizontally,
1);
}
}
public virtual void Draw(SpriteBatch spriteBatch, bool staticPos)
{
if (hFlip == false && Math.Floor((double)flashCounter / (double)7) % 2 == 0)
{
spriteBatch.Draw(animationList[animationListIndex][frameIndex],
new Vector2(collisionBox.X , collisionBox.Y ),
new Rectangle(0, 0, collisionBox.Width, collisionBox.Height),
Color.White,
angle,
new Vector2(Width / 2, Height / 2),
scale,
SpriteEffects.None,
1);
}
else if (hFlip == true && Math.Floor((double)flashCounter / (double)7) % 2 == 0)
{
spriteBatch.Draw(animationList[animationListIndex][frameIndex],
new Vector2(collisionBox.X , collisionBox.Y ),
new Rectangle(0, 0, collisionBox.Width, collisionBox.Height),
Color.White,
angle,
new Vector2(Width / 2, Height / 2),
scale,
SpriteEffects.FlipHorizontally,
1);
}
}
/// <summary>
/// Start the animating process
/// </summary>
public void A_BeginAnimation()
{
animating = true;
}
/// <summary>
/// Stop the animation process
/// </summary>
public void A_StopAnimating()
{
animating = false;
}
public void A_ToggleAnimating()
{
if (animating == true)
animating = false;
else
animating = true;
}
/// <summary>
/// Switch animation index to the given index
/// </summary>
/// <param name="index">Index to switch to</param>
public void A_GoToAnimationIndex(int index)
{
if (animationListIndex != index)
{
animationListIndex = index;
frameIndex = 0;
}
}
/// <summary>
/// Goes to the next animation index if it exists
/// </summary>
public void A_GoToNextAnimationIndex()
{
if (animationList[animationListIndex + 1][0] != null)
{
animationListIndex++;
frameIndex = 0;
}
}
/// <summary>
/// Goes to the previous animation index if it exists
/// </summary>
public void A_GoToPreviousAnimationIndex()
{
if (animationList[animationListIndex - 1][0] != null && animationListIndex != 0)
{
animationListIndex--;
frameIndex = 0;
}
}
/// <summary>
/// Goes to the next frame if it exists, or loops around to the begining if looping is set to true.
/// </summary>
public void A_GoToNextFrame()
{
if (animationList[animationListIndex][frameIndex + 1] != null)
{
frameIndex++;
}
else if (looping == true)
{
animationListIndex = 0;
}
}
/// <summary>
/// Goes to the previous frame if it exists
/// </summary>
public void A_GoToPreviousFrame()
{
if (animationList[animationListIndex][frameIndex - 1] != null && animationListIndex != 0)
{
frameIndex--;
}
}
/// <summary>
/// Goes to the chosen index if it exists
/// </summary>
/// <param name="index">Index to go to</param>
public void A_GoToFrameIndex(int index)
{
if(animationList[animationListIndex][index] != null)
{
frameIndex = index;
}
}
/// <summary>
/// Toggles whether or not looping is enabled
/// </summary>
public void A_ToggleLooping()
{
if (looping == true)
{
looping = false;
}
else if (looping == false)
{
looping = true;
}
}
/// <summary>
/// This function updates the collision box to match the new position and the new animation
/// </summary>
public void UpdateCollisionBox()
{
collisionBox.X = (int)position.X;
collisionBox.Y = (int)position.Y;
collisionBox.Width = animationList[animationListIndex][frameIndex].Width;
collisionBox.Height = animationList[animationListIndex][frameIndex].Height;
}
/// <summary>
/// This is the default function for on collision. Must be overriden
/// Use the determineEvent.ObjectType to decide how to react with each collision
/// </summary>
public virtual void C_OnCollision(GameObject determineEvent)
{
}
/// <summary>
/// This function gets called if no collisions happened for an object
/// </summary>
public virtual void C_NoCollisions()
{
}
/// <summary>
/// Call this function to remove the object from the game, it will no longer be in the object dictionary or the collision list
/// and therefore will not be drawn, or updated. Only call this function in the update loop. Otherwise, flip the destroy this bool to true.
/// </summary>
public void Destroy()
{
onScreen = false;
Game1.OBJECT_HANDLER.objectDictionary.Remove(dictionaryName);
Game1.OBJECT_HANDLER.collisionList.Remove(dictionaryName);
if(Game1.OBJECT_HANDLER.collisionCheckList.Contains(dictionaryName))
Game1.OBJECT_HANDLER.collisionCheckList.Remove(dictionaryName);
Game1.OBJECT_HANDLER.escapeBool = true;
}
/// <summary>
/// Checks to see if the object is on screen or not, if it is then it will draw, otherwise it won't.
/// </summary>
public void OnScreenCheck()
{
if (collisionBox.X - (int)Game1.CAMERA_DISPLACEMENT.X + collisionBox.Width < -200 || collisionBox.X - (int)Game1.CAMERA_DISPLACEMENT.X > 1500
|| collisionBox.Y - (int)Game1.CAMERA_DISPLACEMENT.Y + Height < -400 || collisionBox.Y - (int)Game1.CAMERA_DISPLACEMENT.Y > 820)
{
onScreen = false;
}
else
{
onScreen = true;
}
}
}
}