mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-30 10:04:11 +00:00
208 lines
7.8 KiB
C#
208 lines
7.8 KiB
C#
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyPairodd : GameObject
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{
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _damageState;
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private readonly BodyComponent _body;
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private readonly Animator _animator;
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private readonly CSprite _sprite;
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private readonly DrawShadowCSpriteComponent _shadowComponent;
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private readonly AiTriggerTimer _teleportCooldown;
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private readonly AiTriggerCountdown _shootCountdown;
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private readonly AiStunnedState _aiStunnedState;
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private readonly Rectangle _fieldRectangle;
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private readonly Vector2 _centerPosition;
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public EnemyPairodd() : base("pairodd") { }
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public EnemyPairodd(Map.Map map, int posX, int posY) : base(map)
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{
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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Tags = Values.GameObjectTag.Enemy;
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_fieldRectangle = map.GetField(posX, posY);
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_centerPosition = new Vector2(_fieldRectangle.Center.X, _fieldRectangle.Center.Y + 8);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/pairodd");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
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_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8);
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var stateIdle = new AiState(UpdateIdle);
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stateIdle.Trigger.Add(_teleportCooldown = new AiTriggerTimer(300));
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var stateSpawn = new AiState(UpdateSpawn);
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var statePreDespawn = new AiState();
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statePreDespawn.Trigger.Add(new AiTriggerCountdown(200, null, ToDespawn));
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var stateDespawn = new AiState(UpdateDespawn);
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var stateHidden = new AiState();
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stateHidden.Trigger.Add(new AiTriggerCountdown(600, null, ToSpawning));
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_aiComponent = new AiComponent();
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_aiComponent.Trigger.Add(_shootCountdown = new AiTriggerCountdown(400, null, Shoot));
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("spawn", stateSpawn);
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_aiComponent.States.Add("preDespawn", statePreDespawn);
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_aiComponent.States.Add("despawn", stateDespawn);
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_aiComponent.States.Add("hidden", stateHidden);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 2, false) { OnBurn = () => _animator.Pause() };
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_aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900);
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new AiFallState(_aiComponent, _body, OnHoleAbsorb);
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var hittableBox = new CBox(EntityPosition, -7, -14, 14, 14, 8);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, _shadowComponent = new DrawShadowCSpriteComponent(_sprite));
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ToIdle();
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// do not shoot directly after spawning
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_shootCountdown.Stop();
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}
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private void ToSpawning()
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{
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_aiComponent.ChangeState("spawn");
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_animator.Play("spawn");
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_sprite.IsVisible = true;
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_body.Velocity = Vector3.Zero;
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// set the new position to be at the opposite side of the room
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var directionToCenter = _centerPosition - EntityPosition.Position;
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// clamp the offset to not move too fare from the center
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if (directionToCenter.Length() > 48)
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{
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directionToCenter.Normalize();
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directionToCenter *= 56;
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}
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var newPosition = _centerPosition + directionToCenter;
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EntityPosition.Set(newPosition);
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}
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private void UpdateSpawn()
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{
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// finished spawn animation?
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if (!_animator.IsPlaying)
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ToIdle();
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}
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private void ToIdle()
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{
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_aiComponent.ChangeState("idle");
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_animator.Play("idle");
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_damageState.IsActive = true;
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_shadowComponent.IsActive = true;
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_body.IsActive = true;
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_shootCountdown.OnInit();
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}
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private void UpdateIdle()
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{
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if (!_teleportCooldown.State)
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return;
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var playerDistance = _body.BodyBox.Box.Center - MapManager.ObjLink.BodyRectangle.Center;
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if (playerDistance.Length() < 46)
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_aiComponent.ChangeState("preDespawn");
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}
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private void Shoot()
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{
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if (!_fieldRectangle.Contains(MapManager.ObjLink.BodyRectangle.Center))
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return;
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var projectile = new EnemyPairoddProjectile(Map, new Vector2(EntityPosition.X, EntityPosition.Y - 8), 1.5f);
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Map.Objects.SpawnObject(projectile);
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}
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private void ToDespawn()
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{
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// do not despawn if the enemy is dead
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if (_damageState.CurrentLives <= 0 && _damageState.DamageTrigger.CurrentTime > 0)
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return;
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Game1.GameManager.PlaySoundEffect("D360-60-3C");
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_aiComponent.ChangeState("despawn");
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_animator.Play("despawn");
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_damageState.IsActive = false;
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_shadowComponent.IsActive = false;
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_body.IsActive = false;
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}
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private void UpdateDespawn()
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{
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// finished spawn animation?
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if (!_animator.IsPlaying)
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ToHidden();
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}
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private void ToHidden()
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{
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_aiComponent.ChangeState("hidden");
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_sprite.IsVisible = false;
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}
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private void OnHoleAbsorb()
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{
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_animator.Play("idle");
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_animator.SpeedMultiplier = 4f;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (!_damageState.IsActive)
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return false;
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if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
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return true;
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}
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private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if (!_damageState.IsActive || _damageState.IsInDamageState())
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return Values.HitCollision.None;
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if (damageType == HitType.Boomerang)
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{
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_damageState.SetDamageState(false);
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_body.Velocity.X += direction.X * 2.5f;
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_body.Velocity.Y += direction.Y * 2.5f;
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_aiStunnedState.StartStun();
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_animator.Pause();
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return Values.HitCollision.Enemy;
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}
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if (damageType == HitType.Bomb)
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damage = 1;
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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}
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}
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