fix InputManager and add some logic in player for his attack

This commit is contained in:
Lev 2024-08-20 00:39:20 +03:00
parent fef09f3d4a
commit 3742690e5c
4 changed files with 81 additions and 21 deletions

View file

@ -205,6 +205,19 @@ namespace ZoFo.GameCore.GameManagers.CollisionManager
} }
return players.ToArray(); return players.ToArray();
} }
public Entity[] GetEntities(Rectangle rectangle)
{
List<Entity> entities = new List<Entity>();
foreach (var item in AppManager.Instance.server.entities)//фильтрация
{
if (item.collisionComponent.stopRectangle.SetOrigin(item.position).Intersects(rectangle))
{
entities.Add(item);
}
}
return entities.ToArray();
}
} }
public static class ExtentionClass public static class ExtentionClass

View file

@ -8,13 +8,14 @@ using System.Diagnostics;
using System.Formats.Tar; using System.Formats.Tar;
using System.Linq; using System.Linq;
using System.Reflection.Metadata.Ecma335; using System.Reflection.Metadata.Ecma335;
using System.Security.Cryptography.X509Certificates;
using System.Text; using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
using ZoFo.GameCore.GUI; using ZoFo.GameCore.GUI;
namespace ZoFo.GameCore.GameManagers namespace ZoFo.GameCore.GameManagers
{ {
public enum ScopeState { Idle, Left, Right, Straight, Back, StraightLeft, StraightRight, BackLeft, BackRight } public enum ScopeState { Idle, Left, Right, Top, Down, TopLeft, TopRight, DownLeft, DownRight }
public class InputManager public class InputManager
{ {
@ -198,36 +199,44 @@ namespace ZoFo.GameCore.GameManagers
prevCurrentScopeState = currentScopeState; prevCurrentScopeState = currentScopeState;
#endregion #endregion
DebugHUD.Instance.Set("controls", currentScopeState.ToString()); DebugHUD.Instance.Set("controls", currentScopeState.ToString());
} }
#region работа с ScopeState и Vector2 #region работа с ScopeState и Vector2
public ScopeState ConvertVector2ToState(Vector2 vector){ public ScopeState ConvertVector2ToState(Vector2 vector)
int currentSection = (int)Math.Ceiling(Math.Atan2(InputMovementDirection.Y, {
InputMovementDirection.X) * 180 / Math.PI * 16 / 360); //if()
switch(currentSection){ int currentSection = (int)Math.Ceiling(Math.Atan2(vector.Y,
case 1 or 0 or 16: vector.X) * (180 / Math.PI) / 360 * 16);
DebugHUD.DebugSet("current section", currentSection.ToString());
//DebugHUD.DebugSet("y", InputMovementDirection.Y.ToString());
//DebugHUD.DebugSet("x", InputMovementDirection.X.ToString());
switch(currentSection)
{
case 0 or 1:
currentScopeState = ScopeState.Right; currentScopeState = ScopeState.Right;
break; break;
case 2 or 3: case 2 or 3:
currentScopeState = ScopeState.StraightRight; currentScopeState = ScopeState.DownRight;
break; break;
case 4 or 5: case 4 or 5:
currentScopeState = ScopeState.Straight; currentScopeState = ScopeState.Down;
break; break;
case 6 or 7: case 6 or 7:
currentScopeState = ScopeState.StraightLeft; currentScopeState = ScopeState.DownLeft;
break; break;
case 8 or 9: case 8 or -7:
currentScopeState = ScopeState.Left; currentScopeState = ScopeState.Left;
break; break;
case 10 or 11: case -6 or -5:
currentScopeState = ScopeState.BackLeft; currentScopeState = ScopeState.TopLeft;
break; break;
case 12 or 13: case -4 or -3:
currentScopeState = ScopeState.Back; currentScopeState = ScopeState.Top;
break; break;
case 14 or 15: case -2 or -1:
currentScopeState = ScopeState.BackRight; currentScopeState = ScopeState.TopRight;
break; break;
default: default:
break; break;

View file

@ -46,7 +46,6 @@ namespace ZoFo.GameCore.GameObjects.Entities
animationId = animationId, animationId = animationId,
IdEntity = Id IdEntity = Id
}); });
} }
public override void Draw(SpriteBatch spriteBatch) public override void Draw(SpriteBatch spriteBatch)
{ {

View file

@ -8,6 +8,8 @@ using ZoFo.GameCore.GameManagers.CollisionManager;
using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ClientToServer; using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ClientToServer;
using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient; using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient;
using ZoFo.GameCore.Graphics; using ZoFo.GameCore.Graphics;
using System.Diagnostics;
using ZoFo.GameCore.GUI;
namespace ZoFo.GameCore.GameObjects.Entities.LivingEntities.Player; namespace ZoFo.GameCore.GameObjects.Entities.LivingEntities.Player;
@ -21,7 +23,7 @@ public class Player : LivingEntity
//public bool IsTryingToShoot { get; set; } //public bool IsTryingToShoot { get; set; }
private float speed; private float speed;
private int health; private int health;
public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "player_look_down" }, "player_look_down"); public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(new List<string> { "player_look_down", "player_running_top_rotate" }, "player_look_down");
private LootData lootData; private LootData lootData;
public bool IsTryingToInteract { get; set; } public bool IsTryingToInteract { get; set; }
public bool IsTryingToShoot { get; set; } public bool IsTryingToShoot { get; set; }
@ -39,7 +41,35 @@ public class Player : LivingEntity
public override void Update() public override void Update()
{ {
//StartAnimation("wood"); #region анимация управления, стрельбы
switch(AppManager.Instance.InputManager.ConvertVector2ToState(InputPlayerRotation))
{
case ScopeState.Top:
break;
case ScopeState.Down:
break;
case ScopeState.Right:
//StartAnimation("player_running_top_rotate");
break;
case ScopeState.Left:
break;
case ScopeState.TopRight:
break;
case ScopeState.TopLeft:
break;
case ScopeState.DownRight:
break;
case ScopeState.DownLeft:
break;
}
#endregion
MovementLogic(); MovementLogic();
} }
public void MovementLogic() public void MovementLogic()
@ -59,5 +89,14 @@ public class Player : LivingEntity
public void HandleShoot(UpdateInputShoot updateInputShoot) public void HandleShoot(UpdateInputShoot updateInputShoot)
{ {
IsTryingToShoot = true; IsTryingToShoot = true;
Rectangle rectangle = new Rectangle((int)position.X, (int)position.Y, 200, 200);
Entity[] entities = AppManager.Instance.server.collisionManager.GetEntities(rectangle);
DebugHUD.DebugSet("ent[0]", entities[0].ToString());
if(entities != null){
foreach (Entity entity in entities){
AppManager.Instance.server.DeleteObject(entity);
}
}
} }
} }