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#include "Spring.h"
#include "../../ILevelHandler.h"
#include "../../Tiles/TileMap.h"
#include "../Weapons/ShieldFireShot.h"
#include "../Weapons/ToasterShot.h"
#include "../Weapons/Thunderbolt.h"
using namespace Jazz2::Tiles;
namespace Jazz2::Actors::Environment
{
Spring::Spring()
: _cooldown(0.0f)
{
}
void Spring::Preload(const ActorActivationDetails& details)
{
PreloadMetadataAsync("Object/Spring"_s);
}
Vector2f Spring::Activate()
{
if (_state == State::Frozen || _cooldown > 0.0f || _frozenTimeLeft > 0.0f) {
return Vector2f::Zero;
}
_cooldown = (_delay > 0 ? _delay : 6.0f);
SetTransition(_currentAnimation->State | (AnimState)0x200, false);
switch (_orientation) {
case Orientation::Bottom:
PlaySfx("Vertical"_s);
return Vector2f(0, -_strength);
case Orientation::Top:
PlaySfx("VerticalReversed"_s);
return Vector2f(0, _strength);
case Orientation::Right:
case Orientation::Left:
PlaySfx("Horizontal"_s);
return Vector2f(_strength * (_orientation == Orientation::Right ? 1 : -1), 0);
default:
return Vector2f::Zero;
}
}
Task<bool> Spring::OnActivatedAsync(const ActorActivationDetails& details)
{
_type = details.Params[0];
_orientation = (Orientation)details.Params[1];
KeepSpeedX = ((details.Params[2] & 0x04) != 0);
KeepSpeedY = ((details.Params[2] & 0x08) != 0);
bool applyGravitation = (details.Params[2] & 0x01) != 0; // Jazz² Resurrection only
_state = ((details.Params[2] & 0x02) != 0 ? State::Frozen : State::Default);
_delay = details.Params[3];
SetState(ActorState::SkipPerPixelCollisions, true);
async_await RequestMetadataAsync("Object/Spring"_s);
Vector2f tileCorner = Vector2f((std::int32_t)(_pos.X / Tiles::TileSet::DefaultTileSize) * Tiles::TileSet::DefaultTileSize,
(std::int32_t)(_pos.Y / Tiles::TileSet::DefaultTileSize) * Tiles::TileSet::DefaultTileSize);
if (_orientation > Orientation::Left) {
// JJ2 horizontal springs held no data about which way they were facing.
// For compatibility, correct orientation is evaluated during runtime.
AABBf aabb = AABBf(_pos.X + 6.0f, _pos.Y - 2.0f, _pos.X + 26.0f, _pos.Y);
TileCollisionParams params = { TileDestructType::None, true };
_orientation = (_levelHandler->TileMap()->IsTileEmpty(aabb, params) != (_orientation == (Orientation)5) ? Orientation::Right : Orientation::Left);
}
std::int32_t orientationBit = 0;
switch (_orientation) {
case Orientation::Bottom:
MoveInstantly(Vector2f(tileCorner.X + 16, tileCorner.Y + 8), MoveType::Absolute | MoveType::Force);
break;
case Orientation::Right:
MoveInstantly(Vector2f(tileCorner.X + 16, tileCorner.Y + 16), MoveType::Absolute | MoveType::Force);
orientationBit = 1;
break;
case Orientation::Top:
MoveInstantly(Vector2f(tileCorner.X + 16, tileCorner.Y + 8), MoveType::Absolute | MoveType::Force);
orientationBit = 2;
break;
case Orientation::Left:
MoveInstantly(Vector2f(tileCorner.X + 16, tileCorner.Y + 16), MoveType::Absolute | MoveType::Force);
orientationBit = 1;
SetFacingLeft(true);
break;
}
SetState(ActorState::ApplyGravitation, applyGravitation);
// Red starts at 1 in "Object/Spring"
SetAnimation((AnimState)(((_type + 1) << 10) | (orientationBit << 12)));
_renderer.setLayer(_renderer.layer() - 8);
if (_orientation == Orientation::Right || _orientation == Orientation::Left) {
// Horizontal springs all seem to have the same strength.
// This constant strength gives about the correct amount of horizontal push.
_strength = 9.5f;
} else {
// Vertical springs should work as follows:
// Red spring lifts the player 9 tiles, green 14, and blue 19.
// Vertical strength currently works differently from horizontal, that explains
// the otherwise inexplicable difference of scale between the two types.
switch (_type) {
case 0: // Red
_strength = 1.25f;
break;
case 1: // Green
_strength = (_levelHandler->IsReforged() ? 1.50f : 1.52f);
break;
case 2: // Blue
_strength = (_levelHandler->IsReforged() ? 1.68f : 1.72f);
break;
}
}
if (GetState(ActorState::ApplyGravitation)) {
OnUpdateHitbox();
// Apply instant gravitation
std::int32_t i = 10;
while (i-- > 0 && MoveInstantly(Vector2f(0.0f, 4.0f), MoveType::Relative)) {
// Nothing to do...
}
while (i-- > 0 && MoveInstantly(Vector2f(0.0f, 1.0f), MoveType::Relative)) {
// Nothing to do...
}
}
if (_state == State::Frozen) {
_renderer.Initialize(ActorRendererType::FrozenMask);
SetState(ActorState::CanBeFrozen, false);
}
async_return true;
}
void Spring::OnUpdate(float timeMult)
{
ActorBase::OnUpdate(timeMult);
if (_cooldown > 0.0f) {
_cooldown -= timeMult;
}
if (_state == State::Heated) {
// Cannot be directly in `Spring::OnHandleCollision()` due to bug in `BaseSprite::updateRenderCommand()`,
// it would be called before `BaseSprite::updateRenderCommand()` but after `SceneNode::transform()`
_renderer.Initialize(ActorRendererType::Default);
_state = State::Default;
}
}
void Spring::OnUpdateHitbox()
{
switch (_orientation) {
case Orientation::Right:
AABBInner = AABBf(_pos.X - 8, _pos.Y - 10, _pos.X, _pos.Y + 10);
break;
case Orientation::Left:
AABBInner = AABBf(_pos.X, _pos.Y - 10, _pos.X + 8, _pos.Y + 10);
break;
default:
case Orientation::Bottom:
case Orientation::Top:
AABBInner = AABBf(_pos.X - 10, _pos.Y, _pos.X + 10, _pos.Y + 8);
break;
}
}
bool Spring::OnHandleCollision(std::shared_ptr<ActorBase> other)
{
if (_state == State::Frozen) {
ActorBase* actorBase = other.get();
if (runtime_cast<Weapons::ToasterShot>(actorBase) || runtime_cast<Weapons::Thunderbolt>(actorBase) ||
runtime_cast<Weapons::ShieldFireShot>(actorBase)) {
_state = State::Heated;
SetState(ActorState::CanBeFrozen, true);
}
}
return ActorBase::OnHandleCollision(std::move(other));
}
}
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