using System; using System.Xml.Linq; using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Joints; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Subsurface { public enum LimbType { None, LeftHand, RightHand, LeftArm, RightArm, LeftLeg, RightLeg, LeftFoot, RightFoot, Head, Torso, Tail, Legs, RightThigh, LeftThigh, Waist }; class Limb { private const float LimbDensity = 15; private const float LimbAngularDamping = 7; public readonly Character character; //the physics body of the limb public PhysicsBody body; private Texture2D bodyShapeTexture; private readonly int refJointIndex; private readonly float steerForce; private readonly bool doesFlip; public Sprite sprite; public bool inWater; public FixedMouseJoint pullJoint; public readonly LimbType type; public readonly bool ignoreCollisions; private float maxHealth; private float damage; private float bleeding; public readonly float impactTolerance; Sound hitSound; //a timer for delaying when a hitsound/attacksound can be played again public float soundTimer; public const float SoundInterval = 0.2f; public readonly Attack attack; private Direction dir; private Item wearingItem; private Sprite wearingItemSprite; private Vector2 animTargetPos; public Texture2D BodyShapeTexture { get { return bodyShapeTexture; } } public bool DoesFlip { get { return doesFlip; } } public Vector2 SimPosition { get { return body.Position; } } public float Rotation { get { return body.Rotation; } } public Vector2 AnimTargetPos { get { return animTargetPos; } } public float SteerForce { get { return steerForce; } } public float Mass { get { return body.Mass; } } public bool Disabled { get; set; } public Sound HitSound { get { return hitSound; } } public Vector2 LinearVelocity { get { return body.LinearVelocity; } } public float Dir { get { return ((dir == Direction.Left) ? -1.0f : 1.0f); } set { dir = (value==-1.0f) ? Direction.Left : Direction.Right; } } public int RefJointIndex { get { return refJointIndex; } } public float Damage { get { return damage; } set { damage = Math.Max(value, 0.0f); if (damage >=maxHealth) character.Kill(); } } public float MaxHealth { get { return maxHealth; } } public float Bleeding { get { return bleeding; } set { bleeding = MathHelper.Clamp(value, 0.0f, 100.0f); } } public Item WearingItem { get { return wearingItem; } set { wearingItem = value; } } public Sprite WearingItemSprite { get { return wearingItemSprite; } set { wearingItemSprite = value; } } public Limb (Character character, XElement element) { this.character = character; dir = Direction.Right; doesFlip = ToolBox.GetAttributeBool(element, "flip", false); body = new PhysicsBody(element); if (ToolBox.GetAttributeBool(element, "ignorecollisions", false)) { body.CollisionCategories = Category.None; body.CollidesWith = Category.None; ignoreCollisions = true; } else { //limbs don't collide with each other body.CollisionCategories = Physics.CollisionCharacter; body.CollidesWith = Physics.CollisionAll & ~Physics.CollisionCharacter & ~Physics.CollisionMisc; } impactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 20.0f); body.UserData = this; refJointIndex = -1; if (element.Attribute("type") != null) { type = (LimbType)Enum.Parse(typeof(LimbType), element.Attribute("type").Value, true); Vector2 jointPos = ToolBox.GetAttributeVector2(element, "pullpos", Vector2.Zero); jointPos = ConvertUnits.ToSimUnits(jointPos); refJointIndex = ToolBox.GetAttributeInt(element, "refjoint", -1); pullJoint = new FixedMouseJoint(body.FarseerBody, jointPos); pullJoint.Enabled = false; pullJoint.MaxForce = 150.0f * body.Mass; Game1.world.AddJoint(pullJoint); } else { type = LimbType.None; } steerForce = ToolBox.GetAttributeFloat(element, "steerforce", 0.0f); maxHealth = Math.Max(ToolBox.GetAttributeFloat(element, "health", 100.0f),1.0f); body.BodyType = BodyType.Dynamic; body.FarseerBody.AngularDamping = LimbAngularDamping; foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString()) { case "sprite": string spritePath = subElement.Attribute("texture").Value; if (character.info!=null) spritePath = spritePath.Replace("[GENDER]", (character.info.gender == Gender.Female) ? "f" : ""); sprite = new Sprite(subElement, "", spritePath); break; case "attack": attack = new Attack(subElement); break; case "sound": hitSound = Sound.Load(ToolBox.GetAttributeString(subElement, "file", "")); break; } } } public void Move(Vector2 pos, float amount, bool pullFromCenter=false) { Vector2 pullPos = body.Position; if (pullJoint!=null && !pullFromCenter) { pullPos = pullJoint.WorldAnchorA; } animTargetPos = pos; Vector2 vel = body.LinearVelocity; Vector2 deltaPos = pos - pullPos; deltaPos *= amount; body.ApplyLinearImpulse((deltaPos - vel * 0.5f) * body.Mass, pullPos); } public void Update(float deltaTime) { if (LinearVelocity.X>100.0f) { DebugConsole.ThrowError("CHARACTER EXPLODED"); foreach (Limb limb in character.animController.limbs) { limb.body.ResetDynamics(); limb.body.SetTransform(body.Position, 0.0f); } } if (inWater) { //buoyancy Vector2 buoyancy = new Vector2(0, Mass * 9.6f); //drag Vector2 velDir = Vector2.Normalize(LinearVelocity); Vector2 line = new Vector2((float)Math.Cos(body.Rotation), (float)Math.Sin(body.Rotation)); line *= ConvertUnits.ToSimUnits(sprite.size.Y); Vector2 normal = new Vector2(-line.Y, line.X); normal = Vector2.Normalize(-normal); float dragDot = Vector2.Dot(normal, velDir); Vector2 dragForce = Vector2.Zero; if (dragDot > 0) { float vel = LinearVelocity.Length(); float drag = dragDot * vel * vel * ConvertUnits.ToSimUnits(sprite.size.Y); dragForce = drag * -velDir; if (dragForce.Length() > 100.0f) { } } body.ApplyForce(dragForce + buoyancy); body.ApplyTorque(body.AngularVelocity * body.Mass * -0.05f); } if (character.IsDead) return; soundTimer -= deltaTime; if (ToolBox.RandomFloat(0.0f, 1000.0f) < Bleeding) { Game1.particleManager.CreateParticle( !inWater ? "blood" : "waterblood", SimPosition, Vector2.Zero); } } public void Draw(SpriteBatch spriteBatch, bool debugDraw) { Color color = new Color(1.0f, 1.0f - damage / maxHealth, 1.0f - damage / maxHealth); body.Dir = Dir; body.Draw(spriteBatch, sprite, color); if (wearingItem != null) { SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally; wearingItemSprite.Draw(spriteBatch, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), color, -body.DrawRotation, 1.0f, spriteEffect); } if (!debugDraw) return; if (pullJoint!=null) { Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB); GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true); } if (bodyShapeTexture == null) { switch (body.bodyShape) { case PhysicsBody.Shape.Rectangle: bodyShapeTexture = GUI.CreateRectangle( (int)ConvertUnits.ToDisplayUnits(body.width), (int)ConvertUnits.ToDisplayUnits(body.height)); break; case PhysicsBody.Shape.Capsule: bodyShapeTexture = GUI.CreateCapsule( (int)ConvertUnits.ToDisplayUnits(body.radius), (int)ConvertUnits.ToDisplayUnits(body.height)); break; case PhysicsBody.Shape.Circle: bodyShapeTexture = GUI.CreateCircle((int)ConvertUnits.ToDisplayUnits(body.radius)); break; } } spriteBatch.Draw( bodyShapeTexture, new Vector2(body.DrawPosition.X, -body.DrawPosition.Y), null, Color.White, -body.DrawRotation, new Vector2(bodyShapeTexture.Width / 2, bodyShapeTexture.Height / 2), 1.0f, SpriteEffects.None, 0.0f); } public void Remove() { sprite.Remove(); body.Remove(); if (hitSound!=null) hitSound.Remove(); } } }