mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
142 lines
5.4 KiB
C#
142 lines
5.4 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.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.NPCs
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{
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internal class ObjFrog : GameObject
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{
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private readonly Animator _animator;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly AiTriggerSwitch _hitCooldown;
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private int _direction;
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public ObjFrog(Map.Map map, int posX, int posY) : base(map)
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{
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SprEditorImage = Resources.SprNpCs;
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EditorIconSource = new Rectangle(84, 28, 14, 12);
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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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_body = new BodyComponent(EntityPosition, -6, -8, 12, 8, 8)
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{
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MoveCollision = OnCollision,
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CollisionTypes = Values.CollisionTypes.Normal |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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MaxJumpHeight = 4f,
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DragAir = 0.99f,
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Drag = 0.85f,
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Gravity = -0.15f
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};
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_animator = AnimatorSaveLoad.LoadAnimator("NPCs/frog");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -12));
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_hitCooldown = new AiTriggerSwitch(250);
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var stateSitInit = new AiState();
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stateSitInit.Trigger.Add(new AiTriggerRandomTime(ToJump, 125, 1000));
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stateSitInit.Trigger.Add(_hitCooldown);
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var stateSit = new AiState();
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stateSit.Trigger.Add(_hitCooldown);
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stateSit.Trigger.Add(new AiTriggerRandomTime(ToJump, 750, 1500));
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var stateJump = new AiState(UpdateJump);
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stateJump.Trigger.Add(_hitCooldown);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("sitInit", stateSitInit);
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_aiComponent.States.Add("sit", stateSit);
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_aiComponent.States.Add("jump", stateJump);
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// start by locking into a random direction
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_direction = Game1.RandomNumber.Next(0, 4);
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_animator.Play("sit_" + _direction);
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_aiComponent.ChangeState("sitInit");
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(AnimationComponent.Index, animationComponent);
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//AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Normal));
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
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}
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private void ToSit()
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{
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_aiComponent.ChangeState("sit");
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// stop and wait
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_body.Velocity = Vector3.Zero;
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_animator.Play("sit_" + _direction);
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}
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private void ToJump()
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{
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_aiComponent.ChangeState("jump");
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// change the direction
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var rotation = Game1.RandomNumber.Next(0, 628) / 100f;
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var direction = new Vector2(
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(float)Math.Sin(rotation),
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(float)Math.Cos(rotation)) * Game1.RandomNumber.Next(25, 40) / 50f;
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_direction = AnimationHelper.GetDirection(direction);
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_body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, 1.75f);
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_animator.Play("jump_" + _direction);
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}
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private void UpdateJump()
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{
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// finished jumping
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if (_body.IsGrounded)
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ToSit();
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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 (!_hitCooldown.State)
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return Values.HitCollision.None;
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_hitCooldown.Reset();
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_body.Velocity.X += direction.X * 4.0f;
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_body.Velocity.Y += direction.Y * 4.0f;
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return Values.HitCollision.Blocking;
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}
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private void OnCollision(Values.BodyCollision moveCollision)
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{
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if (_aiComponent.CurrentStateId != "jump")
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return;
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// repel after wall collision
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if (moveCollision.HasFlag(Values.BodyCollision.Horizontal))
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_body.Velocity.X *= -0.25f;
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else if (moveCollision.HasFlag(Values.BodyCollision.Vertical))
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_body.Velocity.Y *= -0.25f;
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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 (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction * 1.25f, _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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