This commit is contained in:
MARKPRO44 2024-08-20 14:34:01 +03:00
commit f16c586ab3
14 changed files with 133 additions and 35 deletions

View file

@ -12,7 +12,9 @@ public class AssetManager
public AssetContainer Player = new()
{
Animations = [ "player_look_down", "player_run_up"],
Animations = [ "player_look_down", "player_run_up", "player_run_down", "player_run_right",
"player_run_left", "player_run_right_up", "player_run_left_up", "player_run_right_down",
"player_run_left_down" ],
IdleAnimation = "player_look_down"
};
}

View file

@ -5,18 +5,11 @@ using System;
using System.Collections;
using System.Collections.Generic;
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, Top, Down, TopLeft, TopRight, DownLeft, DownRight }
public class InputManager
{
public event Action ShootEvent; // событие удара(когда нажат X, событие срабатывает)
@ -176,7 +169,6 @@ namespace ZoFo.GameCore.GameManagers
#region Обработка взаимодействия с collectable(например лутом). Вызывает событие OnInteract
if (keyBoardState.IsKeyDown(Keys.E) && !isInteract)
{
OnInteract?.Invoke();
Debug.WriteLine("взаимодействие с Collectable");
}
@ -203,18 +195,33 @@ namespace ZoFo.GameCore.GameManagers
DebugHUD.Instance.Set("controls", currentScopeState.ToString());
}
#region работа с ScopeState и Vector2
/// <summary>
/// возвращает число от -14 до 16, начиная с
/// </summary>
/// <param name="vector"></param>
/// <returns></returns>
public int ConvertAttackVector2ToState(Vector2 vector){
int currentSection = (int)Math.Ceiling(Math.Atan2(vector.Y,
vector.X) * (180 / Math.PI) / 360 * 32);
return currentSection;
}
public ScopeState ConvertVector2ToState(Vector2 vector)
{
//if()
int currentSection = (int)Math.Ceiling(Math.Atan2(vector.Y,
int currentSection = 0;
if(vector.X == 0f && vector.Y == 0f){
currentScopeState = ScopeState.Idle;
}
else
{
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 -1:
currentScopeState = ScopeState.Idle;
break;
case 0 or 1:
currentScopeState = ScopeState.Right;
break;
@ -242,6 +249,11 @@ namespace ZoFo.GameCore.GameManagers
default:
break;
}
DebugHUD.DebugSet("current section", currentSection.ToString());
DebugHUD.DebugSet("y", vector.Y.ToString());
DebugHUD.DebugSet("x", vector.X.ToString());
}
return currentScopeState;
}
#endregion

View file

@ -8,6 +8,6 @@ namespace ZoFo.GameCore.GameObjects.Entities.LivingEntities.Player
{
internal interface IPlayerWeaponAttack
{
}
}

View file

@ -11,6 +11,7 @@ using ZoFo.GameCore.GameManagers.NetworkManager.Updates.ServerToClient;
using ZoFo.GameCore.Graphics;
using System.Diagnostics;
using ZoFo.GameCore.GUI;
using System.Runtime.InteropServices;
namespace ZoFo.GameCore.GameObjects;
@ -25,7 +26,9 @@ public class Player : LivingEntity
private float speed;
private int health;
public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(AppManager.Instance.AssetManager.Player);
public override GraphicsComponent graphicsComponent { get; } = new AnimatedGraphicsComponent(AppManager.Instance.AssetManager.Player.Animations, AppManager.Instance.AssetManager.Player.IdleAnimation);
public AnimatedGraphicsComponent animatedGraphicsComponent => graphicsComponent as AnimatedGraphicsComponent;
private LootData lootData;
public bool IsTryingToInteract { get; set; }
@ -42,37 +45,103 @@ public class Player : LivingEntity
public override void Update()
{
#region анимация управления, стрельбы
#region название current текстуры
var idName = animatedGraphicsComponent.CurrentAnimation.Id;
#endregion
#region анимация управления подбора лута
DebugHUD.DebugSet("texture name", idName);
switch(AppManager.Instance.InputManager.ConvertVector2ToState(InputPlayerRotation))
{
case ScopeState.Top:
if ((graphicsComponent as AnimatedGraphicsComponent).CurrentAnimation.TextureName!="player_run_up")
(graphicsComponent as AnimatedGraphicsComponent).StartCyclingAnimation("player_run_up");
if (idName!="player_run_up")
StartAnimation("player_run_up");
break;
case ScopeState.Down:
StartAnimation("player_run_down");
break;
if (idName!="player_run_down")
StartAnimation("player_run_down");
break;
case ScopeState.Right:
StartAnimation("player_run_right");
break;
case ScopeState.Left:
StartAnimation("left");
break;
if (idName!="player_run_right")
StartAnimation("player_run_right");
break;
case ScopeState.TopRight:
StartAnimation("player_run_right_up");
break;
case ScopeState.TopLeft:
StartAnimation("player_run_left_up");
if (idName!="player_run_right_up")
StartAnimation("player_run_right_up");
break;
case ScopeState.DownRight:
StartAnimation("player_run_right_down");
break;
case ScopeState.DownLeft:
StartAnimation("player_run_left_down");
if (idName!="player_run_right_down")
StartAnimation("player_run_right_down");
break;
case ScopeState.Idle:
if (idName!="player_look_down")
StartAnimation("player_look_down");
break;
}
#endregion
#region анимация поворота оружия
int currentAttackSection = AppManager.Instance.InputManager.ConvertAttackVector2ToState(InputWeaponRotation);
switch(currentAttackSection)
{
case 0 or 1:
//right
break;
case 2 or 3:
//down_right_right
break;
case 4 or 5:
//down_right
break;
case 6 or 7:
//down_right_left
break;
case 8 or 9:
//down
break;
case 10 or 11:
//down_left_right
break;
case 12 or 13:
//down_left
break;
case 14 or 15:
//down_left_left
break;
case 16 or -14:
//left
break;
case -13 or -12:
//top_left_left
break;
case -11 or -10:
//top_left
break;
case -9 or -8:
//top_left_right
break;
case -7 or -6:
//top
break;
case -5 or -4:
//top_right_left
break;
case -3 or -2:
//top_right
break;
case -1 or 0:
//top_right_right
break;
}
#endregion
MovementLogic();
}
public void WeaponAttack(){
}
public void MovementLogic()
{
@ -104,4 +173,9 @@ public class Player : LivingEntity
}
}
}
public override void Draw(SpriteBatch spriteBatch)
{
//DrawDebugRectangle(spriteBatch, collisionComponent.stopRectangle.SetOrigin(position + new Vector2(10,10)), Color.Green);
base.Draw(spriteBatch);
}
}

View file

@ -1,13 +1,25 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
using ZoFo.GameCore.GameManagers;
using ZoFo.GameCore.GameManagers.CollisionManager;
using ZoFo.GameCore.GameObjects.MapObjects.StopObjects;
namespace ZoFo.GameCore.GameObjects.Entities.LivingEntities.Player.PlayerAttacks
{
internal class SwordAttack : IPlayerWeaponAttack
{
Rectangle rectangle;
public SwordAttack(){
}
public Rectangle Attack(Vector2 position){
rectangle = new Rectangle((int)position.X, (int)position.Y, 30, 10);
return rectangle;
}
}
}

View file

@ -136,7 +136,6 @@ namespace ZoFo.GameCore.Graphics
buildSourceRectangle();
SetInterval();
}
public void StartCyclingAnimation(string startedanimationId)
@ -147,7 +146,6 @@ namespace ZoFo.GameCore.Graphics
buildSourceRectangle();
SetInterval();
}
public void StopAnimation()

View file

@ -1 +1 @@
{"IsFullScreen":false,"MainVolume":1.0,"MusicVolume":1.0,"SoundEffectsVolume":1.0,"Resolution":{"X":1440,"Y":900}}
{"IsFullScreen":false,"MainVolume":1.0,"MusicVolume":0.0,"SoundEffectsVolume":1.0,"Resolution":{"X":1440,"Y":900}}