LADXHD/InGame/GameObjects/Enemies/EnemyPairodd.cs

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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
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 EnemyPairodd : GameObject
{
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private readonly BodyComponent _body;
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly DrawShadowCSpriteComponent _shadowComponent;
private readonly AiTriggerTimer _teleportCooldown;
private readonly AiTriggerCountdown _shootCountdown;
private readonly AiStunnedState _aiStunnedState;
private readonly Rectangle _fieldRectangle;
private readonly Vector2 _centerPosition;
public EnemyPairodd() : base("pairodd") { }
public EnemyPairodd(Map.Map map, int posX, int posY) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
Tags = Values.GameObjectTag.Enemy;
_fieldRectangle = map.GetField(posX, posY);
_centerPosition = new Vector2(_fieldRectangle.Center.X, _fieldRectangle.Center.Y + 8);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/pairodd");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8);
var stateIdle = new AiState(UpdateIdle);
stateIdle.Trigger.Add(_teleportCooldown = new AiTriggerTimer(300));
var stateSpawn = new AiState(UpdateSpawn);
var statePreDespawn = new AiState();
statePreDespawn.Trigger.Add(new AiTriggerCountdown(200, null, ToDespawn));
var stateDespawn = new AiState(UpdateDespawn);
var stateHidden = new AiState();
stateHidden.Trigger.Add(new AiTriggerCountdown(600, null, ToSpawning));
_aiComponent = new AiComponent();
_aiComponent.Trigger.Add(_shootCountdown = new AiTriggerCountdown(400, null, Shoot));
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("spawn", stateSpawn);
_aiComponent.States.Add("preDespawn", statePreDespawn);
_aiComponent.States.Add("despawn", stateDespawn);
_aiComponent.States.Add("hidden", stateHidden);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 2, false) { OnBurn = () => _animator.Pause() };
_aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900);
new AiFallState(_aiComponent, _body, OnHoleAbsorb);
var hittableBox = new CBox(EntityPosition, -7, -14, 14, 14, 8);
AddComponent(BodyComponent.Index, _body);
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, _shadowComponent = new DrawShadowCSpriteComponent(_sprite));
ToIdle();
// do not shoot directly after spawning
_shootCountdown.Stop();
}
private void ToSpawning()
{
_aiComponent.ChangeState("spawn");
_animator.Play("spawn");
_sprite.IsVisible = true;
_body.Velocity = Vector3.Zero;
// set the new position to be at the opposite side of the room
var directionToCenter = _centerPosition - EntityPosition.Position;
// clamp the offset to not move too fare from the center
if (directionToCenter.Length() > 48)
{
directionToCenter.Normalize();
directionToCenter *= 56;
}
var newPosition = _centerPosition + directionToCenter;
EntityPosition.Set(newPosition);
}
private void UpdateSpawn()
{
// finished spawn animation?
if (!_animator.IsPlaying)
ToIdle();
}
private void ToIdle()
{
_aiComponent.ChangeState("idle");
_animator.Play("idle");
_damageState.IsActive = true;
_shadowComponent.IsActive = true;
_body.IsActive = true;
_shootCountdown.OnInit();
}
private void UpdateIdle()
{
if (!_teleportCooldown.State)
return;
var playerDistance = _body.BodyBox.Box.Center - MapManager.ObjLink.BodyRectangle.Center;
if (playerDistance.Length() < 46)
_aiComponent.ChangeState("preDespawn");
}
private void Shoot()
{
if (!_fieldRectangle.Contains(MapManager.ObjLink.BodyRectangle.Center))
return;
var projectile = new EnemyPairoddProjectile(Map, new Vector2(EntityPosition.X, EntityPosition.Y - 8), 1.5f);
Map.Objects.SpawnObject(projectile);
}
private void ToDespawn()
{
// do not despawn if the enemy is dead
if (_damageState.CurrentLives <= 0 && _damageState.DamageTrigger.CurrentTime > 0)
return;
Game1.GameManager.PlaySoundEffect("D360-60-3C");
_aiComponent.ChangeState("despawn");
_animator.Play("despawn");
_damageState.IsActive = false;
_shadowComponent.IsActive = false;
_body.IsActive = false;
}
private void UpdateDespawn()
{
// finished spawn animation?
if (!_animator.IsPlaying)
ToHidden();
}
private void ToHidden()
{
_aiComponent.ChangeState("hidden");
_sprite.IsVisible = false;
}
private void OnHoleAbsorb()
{
_animator.Play("idle");
_animator.SpeedMultiplier = 4f;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (!_damageState.IsActive)
return false;
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
return true;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (!_damageState.IsActive || _damageState.IsInDamageState())
return Values.HitCollision.None;
if (damageType == HitType.Boomerang)
{
_damageState.SetDamageState(false);
_body.Velocity.X += direction.X * 2.5f;
_body.Velocity.Y += direction.Y * 2.5f;
_aiStunnedState.StartStun();
_animator.Pause();
return Values.HitCollision.Enemy;
}
if (damageType == HitType.Bomb)
damage = 1;
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
}
}