LADXHD/InGame/GameObjects/NPCs/ObjFrog.cs

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C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjFrog : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiTriggerSwitch _hitCooldown;
private int _direction;
public ObjFrog(Map.Map map, int posX, int posY) : base(map)
{
SprEditorImage = Resources.SprNpCs;
EditorIconSource = new Rectangle(84, 28, 14, 12);
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_body = new BodyComponent(EntityPosition, -6, -8, 12, 8, 8)
{
MoveCollision = OnCollision,
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
MaxJumpHeight = 4f,
DragAir = 0.99f,
Drag = 0.85f,
Gravity = -0.15f
};
_animator = AnimatorSaveLoad.LoadAnimator("NPCs/frog");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -12));
_hitCooldown = new AiTriggerSwitch(250);
var stateSitInit = new AiState();
stateSitInit.Trigger.Add(new AiTriggerRandomTime(ToJump, 125, 1000));
stateSitInit.Trigger.Add(_hitCooldown);
var stateSit = new AiState();
stateSit.Trigger.Add(_hitCooldown);
stateSit.Trigger.Add(new AiTriggerRandomTime(ToJump, 750, 1500));
var stateJump = new AiState(UpdateJump);
stateJump.Trigger.Add(_hitCooldown);
_aiComponent = new AiComponent();
_aiComponent.States.Add("sitInit", stateSitInit);
_aiComponent.States.Add("sit", stateSit);
_aiComponent.States.Add("jump", stateJump);
// start by locking into a random direction
_direction = Game1.RandomNumber.Next(0, 4);
_animator.Play("sit_" + _direction);
_aiComponent.ChangeState("sitInit");
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(AnimationComponent.Index, animationComponent);
//AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Normal));
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
}
private void ToSit()
{
_aiComponent.ChangeState("sit");
// stop and wait
_body.Velocity = Vector3.Zero;
_animator.Play("sit_" + _direction);
}
private void ToJump()
{
_aiComponent.ChangeState("jump");
// change the direction
var rotation = Game1.RandomNumber.Next(0, 628) / 100f;
var direction = new Vector2(
(float)Math.Sin(rotation),
(float)Math.Cos(rotation)) * Game1.RandomNumber.Next(25, 40) / 50f;
_direction = AnimationHelper.GetDirection(direction);
_body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, 1.75f);
_animator.Play("jump_" + _direction);
}
private void UpdateJump()
{
// finished jumping
if (_body.IsGrounded)
ToSit();
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (!_hitCooldown.State)
return Values.HitCollision.None;
_hitCooldown.Reset();
_body.Velocity.X += direction.X * 4.0f;
_body.Velocity.Y += direction.Y * 4.0f;
return Values.HitCollision.Blocking;
}
private void OnCollision(Values.BodyCollision moveCollision)
{
if (_aiComponent.CurrentStateId != "jump")
return;
// repel after wall collision
if (moveCollision.HasFlag(Values.BodyCollision.Horizontal))
_body.Velocity.X *= -0.25f;
else if (moveCollision.HasFlag(Values.BodyCollision.Vertical))
_body.Velocity.Y *= -0.25f;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction * 1.25f, _body.Velocity.Z);
return true;
}
}
}