LADXHD/InGame/GameObjects/NPCs/ObjLetterBird.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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjLetterBird : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiTriggerSwitch _changeDirectionSwitch;
private readonly Animator _animator;
private float _flyCounter;
private int _flyTime = 850;
private int _direction;
public ObjLetterBird() : base("letter_bird") { }
public ObjLetterBird(Map.Map map, int posX, int posY, string animationId) : base(map)
{
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,
Bounciness = 0.25f,
Drag = 0.9f,
Gravity = -0.15f,
};
_animator = AnimatorSaveLoad.LoadAnimator(animationId);
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
var stateIdle = new AiState() { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1500));
var stateWalking = new AiState(UpdateWalking) { Init = InitWalking };
stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1500));
stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250));
var stateFly = new AiState(UpdateFlying);
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("walking", stateWalking);
_aiComponent.States.Add("flying", stateFly);
_aiComponent.ChangeState("idle");
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) { RepelMultiplier = 0.5f });
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 InitIdle()
{
// stop and wait
_body.VelocityTarget = Vector2.Zero;
_animator.Play("idle_" + _direction);
}
private void InitWalking()
{
// change the direction
var rotation = Game1.RandomNumber.Next(0, 628) / 100f;
_body.VelocityTarget = new Vector2(
(float)Math.Sin(rotation),
(float)Math.Cos(rotation)) * Game1.RandomNumber.Next(35, 55) / 100f;
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("idle_" + _direction);
}
private void UpdateWalking()
{
if (_body.IsGrounded)
_body.Velocity.Z = 1.0f;
}
private void ToFlying()
{
_body.IgnoresZ = true;
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("fly_" + _direction);
_aiComponent.ChangeState("flying");
}
private void UpdateFlying()
{
_flyCounter += Game1.DeltaTime;
EntityPosition.Z = (float)Math.Sin((_flyCounter / _flyTime) * Math.PI) * 8;
// finished flying?
if (_flyCounter >= _flyTime)
{
_flyCounter = 0;
_body.IgnoresZ = false;
_aiComponent.ChangeState("walking");
}
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
// flee from the player
var playerDir = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
if (playerDir != Vector2.Zero)
playerDir.Normalize();
_body.VelocityTarget = playerDir * 0.75f;
ToFlying();
return Values.HitCollision.Blocking;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Continues)
_body.Velocity = new Vector3(direction.X, direction.Y, 0) * 0.65f;
else if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z) * 1.5f;
return true;
}
private void OnCollision(Values.BodyCollision moveCollision)
{
// can only change the direction every so often
if (!_changeDirectionSwitch.State || _aiComponent.CurrentStateId != "walking")
return;
_changeDirectionSwitch.Reset();
// rotate after wall collision
if ((moveCollision & Values.BodyCollision.Horizontal) != 0)
_body.VelocityTarget.X = -_body.VelocityTarget.X * 0.5f;
else if ((moveCollision & Values.BodyCollision.Vertical) != 0)
_body.VelocityTarget.Y = -_body.VelocityTarget.Y * 0.5f;
if ((moveCollision & (Values.BodyCollision.Vertical | Values.BodyCollision.Horizontal)) != 0)
{
_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
_animator.Play("idle_" + _direction);
}
}
}
}