mine2d/Mine2d/game/core/PlayerEntity.cs

156 lines
5.2 KiB
C#

using Mine2d.game.state;
namespace Mine2d.game.core;
public class PlayerEntity
{
public static bool IsSelf(Player p)
{
return p.Id == GetSelf().Id;
}
public static Player GetSelf()
{
var ctx = Context.Get();
return ctx.GameState.Players.Find(
p => p.Id == ctx.FrontendGameState.PlayerGuid
);
}
public static void Move(Player player)
{
var context = Context.Get();
var frontEndState = context.FrontendGameState;
var inputState = frontEndState.InputState;
var movement = player.PlayerMovementState;
if (!movement.IsGrounded)
{
movement.CurrentVelocity += Constants.Gravity;
}
else if(movement.CurrentVelocity.Y > 0)
{
movement.CurrentVelocity = movement.CurrentVelocity with
{
Y = movement.CurrentVelocity.Y * 0.5f
};
}
movement.CurrentVelocity = movement.CurrentVelocity with
{
X = inputState.GetAxis(InputAxis.Horizontal) * movement.Speed.X
};
player.Position += movement.CurrentVelocity;
}
public static void Jump(Player player)
{
var movement = player.PlayerMovementState;
if (movement.IsGrounded)
{
movement.CurrentVelocity = movement.CurrentVelocity with
{
Y = -Constants.JumpSpeed
};
}
}
public static void Collide(Player player)
{
var movement = player.PlayerMovementState;
var world = Context.Get().GameState.World;
bool hasCollision;
do
{
var pL = player.Position + new Vector2(0, -8);
var pL2 = player.Position + new Vector2(0, -24);
hasCollision =
(world.HasChunkAt(pL) && world.GetChunkAt(pL).HasSolidTileAt(pL))
|| (world.HasChunkAt(pL2) && world.GetChunkAt(pL2).HasSolidTileAt(pL2));
if (hasCollision)
{
// movement.CurrentVelocity *= new Vector2(0.8f, 1);
player.Position += new Vector2(0.1f, 0);
}
} while (hasCollision);
do
{
var pR = player.Position + new Vector2(14, -8);
var pR2 = player.Position + new Vector2(14, -24);
hasCollision =
(world.HasChunkAt(pR) && world.GetChunkAt(pR).HasSolidTileAt(pR))
|| (world.HasChunkAt(pR2) && world.GetChunkAt(pR2).HasSolidTileAt(pR2));
if (hasCollision)
{
// movement.CurrentVelocity *= new Vector2(0.8f, 1);
player.Position += new Vector2(-0.1f, 0);
}
} while (hasCollision);
do
{
var pL = player.Position + new Vector2(0, 0);
var pR = player.Position + new Vector2(14, 0);
hasCollision =
(world.HasChunkAt(pL) && world.GetChunkAt(pL).HasSolidTileAt(pL))
|| (world.HasChunkAt(pR) && world.GetChunkAt(pR).HasSolidTileAt(pR));
if (hasCollision)
{
// movement.CurrentVelocity *= new Vector2(1f, 0.8f);
player.Position += new Vector2(0, -0.01f);
}
} while (hasCollision);
do
{
var pL = player.Position + new Vector2(0, -28);
var pR = player.Position + new Vector2(14, -28);
hasCollision =
(world.HasChunkAt(pL) && world.GetChunkAt(pL).HasSolidTileAt(pL))
|| (world.HasChunkAt(pR) && world.GetChunkAt(pR).HasSolidTileAt(pR));
if (hasCollision)
{
movement.CurrentVelocity *= new Vector2(1f, 0.8f);
player.Position += new Vector2(0, 0.1f);
}
} while (hasCollision);
{
var groundCheckPosition = player.Position - new Vector2(0, -1f);
var pL = groundCheckPosition + new Vector2(0, 0);
var pR = groundCheckPosition + new Vector2(14, 0);
movement.IsGrounded = (world.HasChunkAt(pL) && world.GetChunkAt(pL).HasSolidTileAt(pL))
|| (world.HasChunkAt(pR) && world.GetChunkAt(pR).HasSolidTileAt(pR));
}
}
public static bool HasCollisionWithAnyPlayer(Vector2 pos)
{
var ctx = Context.Get();
const int ts = Constants.TileSize;
var tilePos = new Vector2(pos.X - (pos.X % ts), pos.Y - (pos.Y % ts));
return ctx.GameState.Players.Any(
player =>
{
var playerPos = player.Position;
var playerSize = new Vector2(14, 28);
var playerRect = new SDL_Rect
{
x = (int)playerPos.X,
y = (int)playerPos.Y - 5,
w = (int)playerSize.X,
h = (int)playerSize.Y
};
var tileRect = new SDL_Rect
{
x = (int)tilePos.X,
y = 24 + (int)tilePos.Y,
w = 16,
h = 16
};
return SDL_HasIntersection(ref playerRect, ref tileRect) == SDL_bool.SDL_TRUE;
}
);
}
}