Files
Tiles/Tiles/Player.cs
2024-11-20 17:12:16 -06:00

181 lines
5.6 KiB
C#

using System.Numerics;
using Raylib_cs;
namespace Tiles;
public class Player
{
public int Id { get; private set; }
public string Name { get; private set; }
public Vector2 Position { get; set; }
public float Speed { get; set; } = 2f;
public Texture2D Texture { get; private set; }
public Vector2 PointerPosition { get; private set; }
public bool IsColliding { get; private set; } = false;
public bool IsOnGround { get; private set; } = false;
public float Gravity { get; set; } = 1f;
private readonly string _imagePath;
public int CurrentSelectedTileId = 1;
private int _currentSelectedIndex = 0;
private int _direction = 1;
private Rectangle _facingRightRect = new Rectangle(0, 0, 16, 24);
private Rectangle _facingLeftRect = new Rectangle(0, 0, -16, 24);
private Rectangle _currentRect;
private Vector2 _newPosition = Vector2.Zero;
public Player(string name, int id = 0, string imagePath = "data/core/player/dude.png")
{
Name = name;
Id = id;
_imagePath = imagePath;
_currentRect = _facingRightRect;
InitTexture();
}
public void Update()
{
HandleInput();
HandleMouse();
}
public void Draw()
{
//Raylib.DrawTexture(Texture, (int)Position.X, (int)Position.Y, Color.White);
if (_direction == 0) Raylib.DrawTextureRec(Texture, _facingLeftRect, Position, Color.White);
else Raylib.DrawTextureRec(Texture, _facingRightRect, Position, Color.White);
DrawPointer();
}
private void InitTexture()
{
Texture = Raylib.LoadTexture(_imagePath);
}
private void HandleGravity()
{
if (IsOnGround) return;
_newPosition.Y += Gravity;
}
private void HandleInput()
{
_newPosition = Position;
// WASD
//if (Raylib.IsKeyDown(KeyboardKey.W)) _newPosition += new Vector2(0, -1) * Speed;
if (Raylib.IsKeyDown(KeyboardKey.A))
{
_newPosition += new Vector2(-1, 0) * Speed;
_direction = 0;
}
//if (Raylib.IsKeyDown(KeyboardKey.S)) _newPosition += new Vector2(0, 1) * Speed;
if (Raylib.IsKeyDown(KeyboardKey.D))
{
_newPosition += new Vector2(1, 0) * Speed;
_direction = 1;
}
HandleGravity();
HandleCollision(_newPosition);
if (!IsColliding)
{
Position = _newPosition;
}
// Speed control
if (Raylib.IsKeyReleased(KeyboardKey.Up)) Speed += 1f;
if (Raylib.IsKeyReleased(KeyboardKey.Down)) Speed -= 1f;
// Select tiles
if (Raylib.IsKeyReleased(KeyboardKey.Right))
{
_currentSelectedIndex = (_currentSelectedIndex + 1) % Game.Instance.TileManager.TileNameToIdList.Count;
if (_currentSelectedIndex == 0)
{
_currentSelectedIndex = 1;
}
CurrentSelectedTileId = _currentSelectedIndex;
}
else if (Raylib.IsKeyReleased(KeyboardKey.Left))
{
_currentSelectedIndex = (_currentSelectedIndex - 1 + Game.Instance.TileManager.TileNameToIdList.Count) % Game.Instance.TileManager.TileNameToIdList.Count;
if (_currentSelectedIndex == 0)
{
_currentSelectedIndex = Game.Instance.TileManager.TileNameToIdList.Count - 1;
}
CurrentSelectedTileId = _currentSelectedIndex;
}
}
private void HandleMouse()
{
//Mouse clicks
if (Raylib.IsMouseButtonDown(MouseButton.Left))
{
Game.Instance.World.SetTile((int)PointerPosition.X, (int)PointerPosition.Y, CurrentSelectedTileId);
}
if (Raylib.IsMouseButtonDown(MouseButton.Right))
{
Game.Instance.World.SetTile((int)PointerPosition.X, (int)PointerPosition.Y, 0);
}
}
private void DrawPointer()
{
Vector2 mousePosition = Raylib.GetMousePosition();
Vector2 worldPosition = Raylib.GetScreenToWorld2D(mousePosition, Game.Instance.CameraController.Camera);
Vector2 gridPosition = new Vector2((int)(worldPosition.X / Game.Instance.World.TileSize), (int)(worldPosition.Y / Game.Instance.World.TileSize));
PointerPosition = new Vector2(gridPosition.X, gridPosition.Y);
Raylib.DrawRectangle((int)PointerPosition.X*Game.Instance.World.TileSize, (int)PointerPosition.Y*Game.Instance.World.TileSize, Game.Instance.World.TileSize, Game.Instance.World.TileSize, new Color(255, 255, 0, 80));
}
private void HandleCollision(Vector2 newPosition)
{
var gridPos = Game.Instance.World.GetGridPositionFromGlobalPosition((int)newPosition.X, (int)newPosition.Y);
int tileSize = Game.Instance.World.TileSize;
int startX = (int)gridPos.X;
int startY = (int)gridPos.Y;
int endX = (int)((newPosition.X + _currentRect.Width) / tileSize);
int endY = (int)((newPosition.Y + _currentRect.Height) / tileSize);
IsColliding = false;
IsOnGround = false;
for (int x = startX; x <= endX; x++)
{
for (int y = startY; y <= endY; y++)
{
if (Game.Instance.World.GetTile(x, y) != 0)
{
IsColliding = true;
return;
}
}
}
// Check if player is on the ground
int groundY = endY + 1;
for (int x = startX; x <= endX; x++)
{
if (Game.Instance.World.GetTile(x, groundY) != 0)
{
IsOnGround = true;
break;
}
}
}
}