mine2d/Mine2d/game/core/PlayerEntity.cs

92 lines
2.8 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();
var player = ctx.GameState.Players.FirstOrDefault(
p => p.Id == ctx.FrontendGameState.PlayerGuid
);
return player;
}
public static void Move(Player p)
{
p.Movement += Constants.Gravity;
p.Position += p.Movement;
if (p.Movement.Y > 8)
{
p.Movement = p.Movement with
{
Y = 8
};
}
}
public static void Collide(Player p)
{
var world = Context.Get().GameState.World;
bool hasCollision;
do
{
var pL = p.Position + new Vector2(0, -8);
var pL2 = p.Position + new Vector2(0, -24);
hasCollision =
world.HasChunkAt(pL) && world.GetChunkAt(pL).HasTileAt(pL)
|| world.HasChunkAt(pL2) && world.GetChunkAt(pL2).HasTileAt(pL2);
if (hasCollision)
{
p.Movement = p.Movement with { X = 0 };
p.Position += new Vector2(0.1f, 0);
}
} while (hasCollision);
do
{
var pR = p.Position + new Vector2(14, -8);
var pR2 = p.Position + new Vector2(14, -24);
hasCollision =
world.HasChunkAt(pR) && world.GetChunkAt(pR).HasTileAt(pR)
|| world.HasChunkAt(pR2) && world.GetChunkAt(pR2).HasTileAt(pR2);
if (hasCollision)
{
p.Movement = p.Movement with { X = 0 };
p.Position += new Vector2(-0.1f, 0);
}
} while (hasCollision);
do
{
var pL = p.Position + new Vector2(0, 0);
var pR = p.Position + new Vector2(14, 0);
hasCollision =
world.HasChunkAt(pL) && world.GetChunkAt(pL).HasTileAt(pL)
|| world.HasChunkAt(pR) && world.GetChunkAt(pR).HasTileAt(pR);
if (hasCollision)
{
p.Movement = p.Movement with { Y = 0 };
p.Position += new Vector2(0, -0.1f);
}
} while (hasCollision);
do
{
var pL = p.Position + new Vector2(0, -28);
var pR = p.Position + new Vector2(14, -28);
hasCollision =
world.HasChunkAt(pL) && world.GetChunkAt(pL).HasTileAt(pL)
|| world.HasChunkAt(pR) && world.GetChunkAt(pR).HasTileAt(pR);
if (hasCollision)
{
p.Movement = p.Movement with { Y = 0 };
p.Position += new Vector2(0, 0.1f);
}
} while (hasCollision);
}
}