Merge branch 'main' of https://github.com/progtime-net/DangerousD
This commit is contained in:
commit
293ad8f0e1
3 changed files with 160 additions and 5 deletions
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@ -13,15 +13,15 @@ namespace DangerousD.GameCore.Graphics
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private List<Texture2D> textures;
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private List<string> texturesNames;
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private AnimationContainer currentAnimation;
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private SpriteBatch _spriteBatch;
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//private SpriteBatch _spriteBatch;
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private string lastAnimationId;
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private int currentFrame;
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private int interval;
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private int lastInterval;
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private Rectangle sourceRectangle;
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public GraphicsComponent(List<string> animationsId, SpriteBatch _spriteBatch)
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public GraphicsComponent(List<string> animationsId)
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{
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this._spriteBatch = _spriteBatch;
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//this._spriteBatch = _spriteBatch;
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currentFrame = 0;
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lastInterval = 1;
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lastAnimationId = null;
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@ -52,7 +52,7 @@ namespace DangerousD.GameCore.Graphics
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}
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}
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}
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public void DrawAnimation(Rectangle destinationRectangle, string animationId)
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public void DrawAnimation(Rectangle destinationRectangle, string animationId, SpriteBatch _spriteBatch)
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{
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if (animationId != lastAnimationId)
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156
DangerousD/GameCore/InputManager.cs
Normal file
156
DangerousD/GameCore/InputManager.cs
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@ -0,0 +1,156 @@
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Text;
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using System.Xml.Serialization;
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using System.Runtime.InteropServices.WindowsRuntime;
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namespace DangerousD.GameCore
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{
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public enum ScopeState { Up, Middle, Down }
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class InputManager
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{
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public delegate void Delegat();
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public event Delegat MovEventJump;
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public event Delegat MovEventDown;
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public event Delegat ShootEvent;
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Vector2 vectorMovementDirection;
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ScopeState scopeState; // Положение оружия. Up, Middle, Down.
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private bool isJumpDown; // Блокирует физическое нажатие прыжка и спуска
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private bool isShoot;
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public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
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public ScopeState ScopeState { get => scopeState; }
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public InputManager()
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{
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this.isJumpDown = false;
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this.isShoot = false;
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scopeState = ScopeState.Middle;
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vectorMovementDirection = new Vector2(0, 0);
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}
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public void Update()
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{
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// Работа с GamePad
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if (GamePad.GetState(0).IsConnected)
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{
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// Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
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GamePadState gamePadState = GamePad.GetState(0);
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vectorMovementDirection = gamePadState.ThumbSticks.Left;
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// Обработка нажатия прыжка и спуска. Вызывает события MovEvent.
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if (vectorMovementDirection.Y < -0.2 && gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
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{
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isJumpDown = true;
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MovEventDown?.Invoke();
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Debug.WriteLine("Спуск");
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}
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else if (gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
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{
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isJumpDown = true;
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MovEventJump?.Invoke();
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Debug.WriteLine("Прыжок");
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}
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else if (gamePadState.Buttons.A == ButtonState.Released)
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{
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isJumpDown = false;
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}
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// Обработка положения оружия. Задает значение полю scopeState.
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if (vectorMovementDirection.Y >= 0.7)
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{
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scopeState = ScopeState.Up;
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}
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else if (vectorMovementDirection.Y <= -0.7 && !isJumpDown)
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{
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scopeState = ScopeState.Down;
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}
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else
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{
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scopeState = ScopeState.Middle;
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}
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// Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (gamePadState.Buttons.X == ButtonState.Pressed && !isJumpDown && !isShoot)
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{
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isShoot = true;
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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}
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else if (gamePadState.Buttons.X == ButtonState.Released && !isJumpDown)
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{
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isShoot = false;
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}
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}
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// Работа с KeyBoard
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else
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{
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KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
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// Обработка движения вправо-влево. Меняет у вектора vectorMovementDirection значение X на -1/0/1.
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if (keyBoardState.IsKeyDown(Keys.Left))
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{
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vectorMovementDirection.X = -1;
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}
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else if (keyBoardState.IsKeyDown(Keys.Right))
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{
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vectorMovementDirection.X = 1;
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}
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else
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{
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vectorMovementDirection.X = 0;
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}
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// Обработка прыжка и спуска. Вызываются события MovEvent.
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if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown && keyBoardState.IsKeyDown(Keys.Down))
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{
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isJumpDown = true;
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MovEventDown?.Invoke();
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Debug.WriteLine("Спуск");
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}
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else if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown)
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{
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isJumpDown = true;
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MovEventJump?.Invoke();
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Debug.WriteLine("Прыжок");
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}
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else if (keyBoardState.IsKeyUp(Keys.LeftShift))
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{
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isJumpDown = false;
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}
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// Обработка положения оружия. Задает значение полю scopeState.
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if (keyBoardState.IsKeyDown(Keys.Up))
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{
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scopeState = ScopeState.Up;
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}
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else if (keyBoardState.IsKeyDown(Keys.Down) && !isJumpDown)
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{
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scopeState = ScopeState.Down;
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}
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else
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{
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scopeState = ScopeState.Middle;
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}
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// Обработка нажатия выстрела. Вызывает событие ShootEvent
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if (keyBoardState.IsKeyDown(Keys.X) && !isJumpDown && !isShoot)
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{
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isShoot = true;
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ShootEvent?.Invoke();
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Debug.WriteLine("Выстрел");
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}
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else if (keyBoardState.IsKeyUp(Keys.X) && !isJumpDown)
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{
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isShoot = false;
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}
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}
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}
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}
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}
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@ -46,7 +46,6 @@ namespace DangerousD.GameCore
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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switch (gameState)
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{
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case GameState.Menu:
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