285 lines
14 KiB
VB.net
285 lines
14 KiB
VB.net
Public Class Waterfall
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Inherits Entity
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Shared WaterfallTexturesTemp As New Dictionary(Of String, Texture2D)
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Shared WaterTexturesTemp As New Dictionary(Of String, Texture2D)
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Dim waterFallTextureName As String = ""
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Dim waterTextureName As String = ""
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Dim WaterAnimation As Animation
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Dim currentRectangle As New Rectangle(0, 0, 0, 0)
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Public Shared Sub ClearAnimationResources()
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WaterfallTexturesTemp.Clear()
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WaterTexturesTemp.Clear()
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End Sub
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Public Overrides Sub Initialize()
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MyBase.Initialize()
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WaterAnimation = New Animation(TextureManager.GetTexture("Textures\Routes"), 1, 3, 16, 16, 9, 13, 0)
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CreateWaterTextureTemp()
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End Sub
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Private Sub CreateWaterTextureTemp()
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If Core.GameOptions.GraphicStyle = 1 Then
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Dim textureData As List(Of String) = Me.AdditionalValue.Split(CChar(",")).ToList()
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If textureData.Count >= 5 Then
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Dim r As New Rectangle(CInt(textureData(1)), CInt(textureData(2)), CInt(textureData(3)), CInt(textureData(4)))
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Dim texturePath As String = textureData(0)
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Me.waterFallTextureName = AdditionalValue
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If Waterfall.WaterfallTexturesTemp.ContainsKey(AdditionalValue & "_0") = False Then
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Waterfall.WaterfallTexturesTemp.Add(AdditionalValue & "_0", TextureManager.GetTexture(texturePath, New Rectangle(r.X, r.Y, r.Width, r.Height)))
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Waterfall.WaterfallTexturesTemp.Add(AdditionalValue & "_1", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width, r.Y, r.Width, r.Height)))
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Waterfall.WaterfallTexturesTemp.Add(AdditionalValue & "_2", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 2, r.Y, r.Width, r.Height)))
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End If
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Else
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If Waterfall.WaterfallTexturesTemp.ContainsKey("_0") = False Then
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Waterfall.WaterfallTexturesTemp.Add("_0", TextureManager.GetTexture("Routes", New Rectangle(0, 192, 16, 16)))
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Waterfall.WaterfallTexturesTemp.Add("_1", TextureManager.GetTexture("Routes", New Rectangle(16, 192, 16, 16)))
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Waterfall.WaterfallTexturesTemp.Add("_2", TextureManager.GetTexture("Routes", New Rectangle(32, 192, 16, 16)))
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End If
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End If
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If textureData.Count >= 10 Then
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Dim r As New Rectangle(CInt(textureData(6)), CInt(textureData(7)), CInt(textureData(8)), CInt(textureData(9)))
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Dim texturePath As String = textureData(5)
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Me.waterTextureName = AdditionalValue
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If Waterfall.WaterTexturesTemp.ContainsKey(AdditionalValue & "_0") = False Then
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_0", TextureManager.GetTexture(texturePath, New Rectangle(r.X, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_1", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_2", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 2, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_3", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 3, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_4", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 4, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_5", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 5, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_6", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 6, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_7", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 7, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_8", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 8, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_9", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 9, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_10", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 10, r.Y, r.Width, r.Height)))
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Waterfall.WaterTexturesTemp.Add(AdditionalValue & "_11", TextureManager.GetTexture(texturePath, New Rectangle(r.X + r.Width * 11, r.Y, r.Width, r.Height)))
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End If
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Else
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If Waterfall.WaterTexturesTemp.ContainsKey("_0") = False Then
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Waterfall.WaterTexturesTemp.Add("_0", TextureManager.GetTexture("Routes", New Rectangle(0, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_1", TextureManager.GetTexture("Routes", New Rectangle(20, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_2", TextureManager.GetTexture("Routes", New Rectangle(40, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_3", TextureManager.GetTexture("Routes", New Rectangle(60, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_4", TextureManager.GetTexture("Routes", New Rectangle(80, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_5", TextureManager.GetTexture("Routes", New Rectangle(100, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_6", TextureManager.GetTexture("Routes", New Rectangle(120, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_7", TextureManager.GetTexture("Routes", New Rectangle(140, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_8", TextureManager.GetTexture("Routes", New Rectangle(160, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_9", TextureManager.GetTexture("Routes", New Rectangle(180, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_10", TextureManager.GetTexture("Routes", New Rectangle(200, 220, 20, 20)))
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Waterfall.WaterTexturesTemp.Add("_11", TextureManager.GetTexture("Routes", New Rectangle(220, 220, 20, 20)))
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End If
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End If
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End If
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End Sub
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Public Overrides Sub UpdateEntity()
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If Not WaterAnimation Is Nothing Then
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WaterAnimation.Update(0.01)
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If currentRectangle <> WaterAnimation.TextureRectangle Then
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ChangeTexture()
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currentRectangle = WaterAnimation.TextureRectangle
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End If
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End If
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MyBase.UpdateEntity()
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End Sub
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Private Sub ChangeTexture()
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If Core.GameOptions.GraphicStyle = 1 Then
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If WaterfallTexturesTemp.Count = 0 Or WaterTexturesTemp.Count = 0 Then
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ClearAnimationResources()
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CreateWaterTextureTemp()
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End If
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Select Case WaterAnimation.CurrentColumn
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Case 0
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Me.Textures(0) = Waterfall.WaterfallTexturesTemp(waterFallTextureName & "_0")
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Case 1
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Me.Textures(0) = Waterfall.WaterfallTexturesTemp(waterFallTextureName & "_1")
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Case 2
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Me.Textures(0) = Waterfall.WaterfallTexturesTemp(waterFallTextureName & "_2")
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End Select
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Select Case Me.Rotation.Y
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Case 0, MathHelper.TwoPi
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Select Case WaterAnimation.CurrentColumn
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Case 0
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_0")
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Case 1
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_1")
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Case 2
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_2")
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End Select
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Case MathHelper.Pi * 0.5F
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Select Case WaterAnimation.CurrentColumn
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Case 0
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_3")
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Case 1
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_4")
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Case 2
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_5")
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End Select
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Case MathHelper.Pi
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Select Case WaterAnimation.CurrentColumn
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Case 0
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_6")
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Case 1
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_7")
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Case 2
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_8")
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End Select
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Case MathHelper.Pi * 1.5
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Select Case WaterAnimation.CurrentColumn
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Case 0
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_9")
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Case 1
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_10")
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Case 2
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Me.Textures(1) = Waterfall.WaterTexturesTemp(waterTextureName & "_11")
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End Select
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End Select
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End If
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End Sub
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Public Overrides Sub Render()
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Me.Draw(Me.Model, Textures, False)
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End Sub
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Private Function ReturnWaterFallPokemonName() As Pokemon
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For Each p As Pokemon In Core.Player.Pokemons
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If p.IsEgg() = False Then
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For Each a As BattleSystem.Attack In p.Attacks
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If a.Name.ToLower() = "waterfall" Then
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Return p
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End If
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Next
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End If
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Next
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Return Nothing
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End Function
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Public Overrides Sub WalkOntoFunction()
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If Me.ActionValue = 1 Then
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Exit Sub
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End If
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Dim isOnTop As Boolean = True
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Dim OnTopcheckPosition As Vector3 = New Vector3(Me.Position.X, Me.Position.Y + 1, Me.Position.Z)
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Dim Oe As Entity = GetEntity(Screen.Level.Entities, OnTopcheckPosition, True, {GetType(Waterfall)})
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If Not Oe Is Nothing Then
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If Oe.EntityID = "Waterfall" Then
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isOnTop = False
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End If
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End If
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If isOnTop = True Then
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Dim s As String = ""
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Dim Steps As Integer = 0
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If Screen.Level.Surfing = False Then
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Steps = 1
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End If
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Dim checkPosition As New Vector3(Me.Position.X, Me.Position.Y - 1, Me.Position.Z)
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Dim foundSteps As Boolean = True
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While foundSteps = True
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Dim e As Entity = GetEntity(Screen.Level.Entities, checkPosition, True, {GetType(Waterfall)})
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If Not e Is Nothing Then
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If e.EntityID = "Waterfall" Then
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Steps += 1
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checkPosition.Y -= 1
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Else
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foundSteps = False
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End If
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Else
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foundSteps = False
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End If
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End While
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s = "version=2" & Environment.NewLine &
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"@pokemon.hide" & Environment.NewLine &
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"@player.move(2)" & Environment.NewLine &
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"@player.setmovement(0,-1,0)" & Environment.NewLine &
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"@pokemon.hide" & Environment.NewLine &
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"@player.move(" & Steps & ")" & Environment.NewLine &
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"@pokemon.hide" & Environment.NewLine &
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":end"
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CType(Core.CurrentScreen, OverworldScreen).ActionScript.StartScript(s, 2)
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End If
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End Sub
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Public Overrides Function WalkAgainstFunction() As Boolean
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If Me.ActionValue = 1 Then
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Return Me.Collision
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End If
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Dim p As Pokemon = ReturnWaterFallPokemonName()
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If Badge.CanUseHMMove(Badge.HMMoves.Waterfall) = True And Not p Is Nothing Or GameController.IS_DEBUG_ACTIVE = True Or Core.Player.SandBoxMode = True Then
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Dim s As String = ""
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Dim pName As String = ""
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Dim pNumber As Integer = 1
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If Not p Is Nothing Then
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pName = p.GetDisplayName()
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pNumber = p.Number
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End If
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Dim Steps As Integer = 1
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If Screen.Level.Surfing = False Then
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Steps = 0
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End If
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Dim checkPosition As New Vector3(Me.Position.X, Me.Position.Y + 1, Me.Position.Z)
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Dim foundSteps As Boolean = True
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While foundSteps = True
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Dim e As Entity = GetEntity(Screen.Level.Entities, checkPosition, True, {GetType(Waterfall)})
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If Not e Is Nothing Then
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If e.EntityID = "Waterfall" Then
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Steps += 1
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checkPosition.Y += 1
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Else
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foundSteps = False
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End If
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Else
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foundSteps = False
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End If
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End While
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Screen.Camera.PlannedMovement = New Vector3(0, 1, 0)
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s = "version=2" & Environment.NewLine &
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"@pokemon.cry(" & pNumber & ")" & Environment.NewLine &
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"@sound.play(select)" & Environment.NewLine &
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"@text.show(" & pName & " used~Waterfall.)" & Environment.NewLine &
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"@player.move(" & Steps & ")" & Environment.NewLine &
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"@pokemon.hide" & Environment.NewLine &
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"@player.move(2)" & Environment.NewLine &
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"@pokemon.hide" & Environment.NewLine &
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":end"
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PlayerStatistics.Track("Waterfall used", 1)
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CType(Core.CurrentScreen, OverworldScreen).ActionScript.StartScript(s, 2)
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Return False
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End If
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If Me.Collision = True Then
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Return False
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Else
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Return True
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End If
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End Function
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End Class |