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();
}
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

View file

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

View file

@ -46,7 +46,6 @@ namespace ZoFo.GameCore.GameObjects.Entities
animationId = animationId,
IdEntity = Id
});
}
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.ServerToClient;
using ZoFo.GameCore.Graphics;
using System.Diagnostics;
using ZoFo.GameCore.GUI;
namespace ZoFo.GameCore.GameObjects.Entities.LivingEntities.Player;
@ -21,7 +23,7 @@ public class Player : LivingEntity
//public bool IsTryingToShoot { get; set; }
private float speed;
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;
public bool IsTryingToInteract { get; set; }
public bool IsTryingToShoot { get; set; }
@ -39,7 +41,35 @@ public class Player : LivingEntity
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();
}
public void MovementLogic()
@ -59,5 +89,14 @@ public class Player : LivingEntity
public void HandleShoot(UpdateInputShoot updateInputShoot)
{
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);
}
}
}
}