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#include "SwingingVine.h"
#include "../../ContentResolver.h"
#include "../../ILevelHandler.h"
#include "../../Events/EventMap.h"
#include "../Player.h"
#include "../../../nCine/Graphics/RenderQueue.h"
namespace Jazz2::Actors::Environment
{
SwingingVine::SwingingVine()
: _angle(0.0f), _phase(0.0f), _justTurned(false)
{
}
SwingingVine::~SwingingVine()
{
auto players = _levelHandler->GetPlayers();
for (auto* player : players) {
player->CancelCarryingObject(this);
}
}
Task<bool> SwingingVine::OnActivatedAsync(const ActorActivationDetails& details)
{
SetState(ActorState::SkipPerPixelCollisions, true);
SetState(ActorState::CanBeFrozen | ActorState::CollideWithTileset | ActorState::ApplyGravitation, false);
async_await RequestMetadataAsync("Object/SwingingVine"_s);
SetAnimation(AnimState::Default);
_phase = _originTile.X + _originTile.Y * 0.5f;
_renderer.AnimPaused = true;
auto& resolver = ContentResolver::Get();
if (!resolver.IsHeadless()) {
if (_currentAnimation != nullptr) {
_currentAnimation->Base->TextureDiffuse->SetWrap(SamplerWrapping::Repeat);
}
for (std::int32_t i = 0; i < ChunkCount; i++) {
_chunks[i] = std::make_unique<RenderCommand>(RenderCommand::Type::Sprite);
_chunks[i]->GetMaterial().SetShaderProgramType(Material::ShaderProgramType::Sprite);
_chunks[i]->GetMaterial().SetBlendingEnabled(true);
_chunks[i]->GetMaterial().ReserveUniformsDataMemory();
_chunks[i]->GetGeometry().SetDrawParameters(GL_TRIANGLE_STRIP, 0, 4);
_chunks[i]->GetMaterial().SetBlendingFactors(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
auto* textureUniform = _chunks[i]->GetMaterial().Uniform(Material::TextureUniformName);
if (textureUniform && textureUniform->GetIntValue(0) != 0) {
textureUniform->SetIntValue(0); // GL_TEXTURE0
}
}
}
async_return true;
}
void SwingingVine::OnUpdate(float timeMult)
{
ActorBase::OnUpdate(timeMult);
float currentPhase = _phase + 0.04f * _levelHandler->GetElapsedFrames();
for (std::int32_t i = 0; i < ChunkCount; i++) {
_angle = sinf(currentPhase - i * (0.64f / ChunkCount)) * 1.2f + fPiOver2;
float distance = ChunkSize * powf(i, 0.95f);
_chunkPos[i].X = _pos.X + cosf(_angle) * distance;
_chunkPos[i].Y = _pos.Y + sinf(_angle) * distance;
}
auto& lastChunk = _chunkPos[ChunkCount - 1];
AABBInner = AABBf(lastChunk.X - 10.0f, lastChunk.Y - 10.0f, lastChunk.X + 10.0f, lastChunk.Y + 10.0f);
auto players = _levelHandler->GetPlayers();
for (auto* player : players) {
if (player->GetCarryingObject() == this) {
float chunkAngle = sinf(currentPhase - ChunkCount * 0.08f) * 0.6f;
Vector2f prevPos = player->GetPos();
Vector2 newPos = lastChunk + Vector2(chunkAngle * -22.0f, 20.0f + std::abs(chunkAngle) * -10.0f);
player->MoveInstantly(newPos, MoveType::Absolute);
if (_justTurned) {
// TODO: `SwingingVine::OnUpdate()` is called after `Player::OnUpdate()`, so this must be called one frame later
player->SetFacingLeft(!player->IsFacingLeft());
_justTurned = false;
} else if (player->IsFacingLeft()) {
if (newPos.X > prevPos.X) {
player->_renderer.AnimTime = 0.0f;
_justTurned = true;
}
} else {
if (newPos.X < prevPos.X) {
player->_renderer.AnimTime = 0.0f;
_justTurned = true;
}
}
player->_renderer.setRotation(chunkAngle);
}
}
SetState(ActorState::IsDirty, true);
}
void SwingingVine::OnUpdateHitbox()
{
}
bool SwingingVine::OnDraw(RenderQueue& renderQueue)
{
if (_currentAnimation != nullptr) {
auto& resBase = _currentAnimation->Base;
Vector2i texSize = resBase->TextureDiffuse->GetSize();
float currentPhase = _phase + 0.04f * _levelHandler->GetElapsedFrames();
for (std::int32_t i = 0; i < ChunkCount; i++) {
auto command = _chunks[i].get();
float chunkTexSize = ChunkSize / texSize.Y;
float chunkAngle = sinf(currentPhase - i * 0.08f) * 1.2f;
auto instanceBlock = command->GetMaterial().UniformBlock(Material::InstanceBlockName);
instanceBlock->GetUniform(Material::TexRectUniformName)->SetFloatValue(1.0f, 0.0f, chunkTexSize, chunkTexSize * i);
instanceBlock->GetUniform(Material::SpriteSizeUniformName)->SetFloatValue(texSize.X, ChunkSize);
instanceBlock->GetUniform(Material::ColorUniformName)->SetFloatVector(Colorf::White.Data());
Matrix4x4f worldMatrix = Matrix4x4f::Translation(_chunkPos[i].X - texSize.X / 2, _chunkPos[i].Y - ChunkSize / 2, 0.0f);
worldMatrix.RotateZ(chunkAngle);
command->SetTransformation(worldMatrix);
command->SetLayer(_renderer.layer());
command->GetMaterial().SetTexture(*resBase->TextureDiffuse);
renderQueue.AddCommand(command);
}
}
return true;
}
bool SwingingVine::OnHandleCollision(std::shared_ptr<ActorBase> other)
{
if (auto* player = runtime_cast<Player>(other.get())) {
if (player->_springCooldown <= 0.0f) {
player->UpdateCarryingObject(this, SuspendType::SwingingVine);
}
return true;
}
return false;
}
void SwingingVine::Preload(const ActorActivationDetails& details)
{
PreloadMetadataAsync("Object/SwingingVine"_s);
}
}
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