mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 20:12:23 +00:00
103 lines
3.5 KiB
C#
103 lines
3.5 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MonoGame.Extended;
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using MonoGame.Extended.Animations;
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using MonoGame.Extended.Entities;
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using MonoGame.Extended.Entities.Legacy;
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using MonoGame.Extended.Input;
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using Platformer.Collisions;
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using Platformer.Components;
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namespace Platformer.Systems
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{
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[Aspect(AspectType.All, typeof(Body), typeof(Player), typeof(Transform2), typeof(AnimatedSprite))]
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[EntitySystem(GameLoopType.Update, Layer = 0)]
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public class PlayerSystem : EntityProcessingSystem
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{
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protected override void Process(GameTime gameTime, Entity entity)
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{
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var player = entity.Get<Player>();
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var sprite = entity.Get<AnimatedSprite>();
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var transform = entity.Get<Transform2>();
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var body = entity.Get<Body>();
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var keyboardState = KeyboardExtended.GetState();
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if (player.CanJump)
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{
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if(keyboardState.WasKeyJustUp(Keys.Up))
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body.Velocity.Y -= 550 + Math.Abs(body.Velocity.X) * 0.4f;
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if (keyboardState.WasKeyJustUp(Keys.Z))
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{
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body.Velocity.Y -= 550 + Math.Abs(body.Velocity.X) * 0.4f;
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player.State = player.State == State.Idle ? State.Punching : State.Kicking;
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}
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}
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if (keyboardState.IsKeyDown(Keys.Right))
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{
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body.Velocity.X += 150;
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player.Facing = Facing.Right;
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}
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if (keyboardState.IsKeyDown(Keys.Left))
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{
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body.Velocity.X -= 150;
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player.Facing = Facing.Left;
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}
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if (!player.IsAttacking)
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{
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if (body.Velocity.X > 0 || body.Velocity.X < 0)
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player.State = State.Walking;
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if (body.Velocity.Y < 0)
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player.State = State.Jumping;
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if (body.Velocity.Y > 0)
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player.State = State.Falling;
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if (body.Velocity.EqualsWithTolerence(Vector2.Zero, 5))
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player.State = State.Idle;
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}
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if (keyboardState.IsKeyDown(Keys.Down))
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player.State = State.Cool;
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switch (player.State)
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{
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case State.Jumping:
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sprite.Play("jump");
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break;
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case State.Walking:
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sprite.Play("walk");
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sprite.Effect = player.Facing == Facing.Right ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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break;
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case State.Falling:
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sprite.Play("fall");
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break;
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case State.Idle:
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sprite.Play("idle");
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break;
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case State.Kicking:
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sprite.Play("kick", () => player.State = State.Idle);
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break;
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case State.Punching:
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sprite.Play("punch", () => player.State = State.Idle);
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break;
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case State.Cool:
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sprite.Play("cool");
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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body.Velocity.X *= 0.7f;
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// TODO: Can we remove this?
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//transform.Position = body.Position;
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}
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}
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} |