mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
188 lines
7.9 KiB
C#
188 lines
7.9 KiB
C#
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using System;
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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 EnemyWizzrobe : 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 PushableComponent _pushComponent;
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private readonly AiTriggerTimer _hiddenTimer;
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private readonly DamageFieldComponent _damageField;
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private readonly AiStunnedState _aiStunnedState;
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private readonly Rectangle _fieldRectangle;
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private const int BlinkTime = 600;
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private int _direction;
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public EnemyWizzrobe() : base("wizzrobe") { }
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public EnemyWizzrobe(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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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/wizzrobe");
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_animator.Play("head");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, 0));
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_body = new BodyComponent(EntityPosition, -6, -12, 12, 12, 8);
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var stateHidden = new AiState(UpdateHidden) { Init = InitHidden };
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// will be hidden for at lease x time
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stateHidden.Trigger.Add(_hiddenTimer = new AiTriggerTimer(1000));
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var stateSpawn = new AiState { Init = InitSpawn };
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stateSpawn.Trigger.Add(new AiTriggerCountdown(BlinkTime, BlinkTick, () => _aiComponent.ChangeState("head")));
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var stateHead = new AiState { Init = InitHead };
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stateHead.Trigger.Add(new AiTriggerCountdown(400, null, () => _aiComponent.ChangeState("stand")));
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var stateStand = new AiState { Init = InitStand };
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stateStand.Trigger.Add(new AiTriggerCountdown(300, null, Shoot));
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stateStand.Trigger.Add(new AiTriggerCountdown(1000, null, () => _aiComponent.ChangeState("despawnHead")));
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var stateDespawnHead = new AiState { Init = InitHead };
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stateDespawnHead.Trigger.Add(new AiTriggerCountdown(400, null, () => _aiComponent.ChangeState("despawn")));
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var stateDespawn = new AiState();
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stateDespawn.Trigger.Add(new AiTriggerCountdown(BlinkTime, BlinkTick, () => _aiComponent.ChangeState("hidden")));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("hidden", stateHidden);
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_aiComponent.States.Add("spawn", stateSpawn);
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_aiComponent.States.Add("head", stateHead);
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_aiComponent.States.Add("stand", stateStand);
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_aiComponent.States.Add("despawn", stateDespawn);
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_aiComponent.States.Add("despawnHead", stateDespawnHead);
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_aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 4, false, false);
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new AiFallState(_aiComponent, _body, null, null, 100);
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_aiComponent.ChangeState("hidden");
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var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8);
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var damageBox = new CBox(EntityPosition, -7, -14, 14, 14, 4);
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var pushableBox = new CBox(EntityPosition, -6, -14, 12, 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(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 4) { IsActive = false });
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(PushableComponent.Index, _pushComponent = new PushableComponent(pushableBox, OnPush) { IsActive = false });
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
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}
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private void InitSpawn()
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{
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_animator.Play("head");
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}
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private void BlinkTick(double timer)
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{
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var sinState = (float)((BlinkTime - timer) / BlinkTime);
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var state = MathF.Sin(sinState * 9f * MathF.PI * 2);
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// blink
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_sprite.IsVisible = state >= 0;
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}
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private void InitHead()
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{
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_animator.Play("head");
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_sprite.IsVisible = true;
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_damageField.IsActive = false;
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_pushComponent.IsActive = false;
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}
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private void InitHidden()
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{
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_sprite.IsVisible = false;
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}
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private void UpdateHidden()
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{
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// start spawning
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if (_hiddenTimer.State && _fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position))
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_aiComponent.ChangeState("spawn");
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}
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private void InitStand()
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{
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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_direction = AnimationHelper.GetDirection(playerDirection);
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_damageField.IsActive = true;
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_pushComponent.IsActive = true;
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// look towards the player
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_animator.Play("stand_" + _direction);
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}
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private void Shoot()
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{
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var projectile = new EnemyWizzrobeProjectile(Map, new Vector2(EntityPosition.X, EntityPosition.Y - 7), _direction, 2.0f);
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Map.Objects.SpawnObject(projectile);
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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// can not hit the enemy while he is spawning or hidden
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if (_damageState.CurrentLives <= 0 || _damageState.IsInDamageState() ||
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(_aiComponent.CurrentStateId != "stand" && !_aiStunnedState.IsStunned()))
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return Values.HitCollision.None;
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if (type == HitType.Hookshot || type == HitType.Boomerang)
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{
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_aiStunnedState.StartStun();
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_damageField.IsActive = false;
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}
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if (type == HitType.MagicPowder)
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{
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_aiStunnedState.StartStun();
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_damageState.SetDamageState(false);
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_damageField.IsActive = 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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return Values.HitCollision.None;
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}
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// @TODO: not sure if thrown object damage is right
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if (type == HitType.Bomb || type == HitType.ThrownObject)
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damage = 4;
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else if (type == HitType.Bow || type == HitType.MagicRod)
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damage = 1;
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else
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damage = 0;
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return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
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{
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if (pushType == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction * 1.75f, _body.Velocity.Z);
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return true;
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}
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}
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}
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