LADXHD/InGame/GameObjects/Enemies/EnemyMoblinPig.cs

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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using ProjectZ.Base;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyMoblinPig : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Vector2[] _shotOffset =
{
new Vector2(-8, -1),new Vector2(0, -3),
new Vector2(8, -1),new Vector2(0, 2)
};
private float _moveSpeed = 0.5f;
private int _direction;
public EnemyMoblinPig() : base("moblinPig") { }
public EnemyMoblinPig(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/moblinPig");
_animator.Play("stand_3");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
{
MoveCollision = OnCollision,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy,
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
Bounciness = 0.25f,
Drag = 0.85f
};
var stateInit = new AiState();
stateInit.Trigger.Add(new AiTriggerCountdown(750, null, () => _aiComponent.ChangeState("walking")));
var stateWalk = new AiState { Init = InitWalking };
stateWalk.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 550, 850));
var stateIdle = new AiState { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 300, 500));
_aiComponent = new AiComponent();
_aiComponent.States.Add("init", stateInit);
_aiComponent.States.Add("walking", stateWalk);
_aiComponent.States.Add("idle", stateIdle);
new AiFallState(_aiComponent, _body, OnHoleAbsorb);
var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() };
// start in a waiting state changing to the walking state after a certain amount of time
_aiComponent.ChangeState("init");
var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4);
var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8);
var pushableBox = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void InitIdle()
{
_animator.Play("stand_" + _direction);
_body.VelocityTarget = Vector2.Zero;
ThrowSpear();
}
private void InitWalking()
{
ChangeDirection();
}
private void ChangeDirection()
{
// random new direction
_direction = Game1.RandomNumber.Next(0, 4);
_animator.Play("walk_" + _direction);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _moveSpeed;
}
private void ThrowSpear()
{
if (Game1.RandomNumber.Next(0, 2) == 0)
return;
// shoot if the player is in the range and in the right direction
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDirection.Length() < 128)
{
if (playerDirection != Vector2.Zero)
playerDirection.Normalize();
var direction = AnimationHelper.GetDirection(playerDirection);
if (direction == _direction)
{
var box = Box.Empty;
if (!Map.Objects.Collision(new Box(
EntityPosition.X + _shotOffset[_direction].X - 4,
EntityPosition.Y + _shotOffset[_direction].Y - 4, 0, 8, 8, 8),
Box.Empty, Values.CollisionTypes.Normal, 0, _body.Level, ref box))
{
// shoot
var shot = new EnemySpear(Map, new Vector3(
EntityPosition.X + _shotOffset[_direction].X,
EntityPosition.Y + _shotOffset[_direction].Y, 3),
AnimationHelper.DirectionOffset[_direction] * 2f);
Map.Objects.SpawnObject(shot);
}
}
}
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
if (_aiComponent.CurrentStateId != "walking")
return;
// stop walking
_aiComponent.ChangeState("idle");
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 3f;
_animator.Play("walk_" + _direction);
}
}
}