LADXHD/InGame/GameObjects/Enemies/EnemyVireBat.cs

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C#
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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.Things;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using System;
using ProjectZ.InGame.Map;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyVireBat : GameObject
{
private readonly BodyComponent _body;
private readonly CSprite _sprite;
private double _liveTime = 1250;
private const float AttackSpeed = 2.0f;
private bool _isAttackable;
public EnemyVireBat(Map.Map map, Vector3 position, Vector2 direction) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(position.X, position.Y, position.Z);
EntitySize = new Rectangle(-8, -48, 16, 48);
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/vire bat");
animator.Play("idle");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero);
var _aiComponent = new AiComponent();
var stateMove = new AiState();
stateMove.Trigger.Add(new AiTriggerCountdown(500, null, () => _aiComponent.ChangeState("wait")));
var stateWait = new AiState() { Init = InitWait };
stateWait.Trigger.Add(new AiTriggerCountdown(500, null, () => _aiComponent.ChangeState("attack")));
var stateAttack = new AiState(UpdateAttack) { Init = InitAttack };
_aiComponent.States.Add("move", stateMove);
_aiComponent.States.Add("wait", stateWait);
// it would probably look better if we move down while attacking
_aiComponent.States.Add("attack", stateAttack);
_aiComponent.ChangeState("move");
_body = new BodyComponent(EntityPosition, -5, -12, 10, 12, 8)
{
IgnoresZ = true,
IgnoreHoles = true,
VelocityTarget = direction,
CollisionTypes = Values.CollisionTypes.None
};
var damageCollider = new CBox(EntityPosition, -5, -6, 0, 10, 6, 8, true);
var hittableBox = new CBox(EntityPosition, -4, -12, 0, 8, 12, 8, true);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
AddComponent(BodyComponent.Index, _body);
AddComponent(PushableComponent.Index, new PushableComponent(damageCollider, OnPush));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite));
}
private void InitAttack()
{
var playerDirection = MapManager.ObjLink.EntityPosition.Position -
new Vector2(EntityPosition.X, EntityPosition.Y - EntityPosition.Z);
if (playerDirection != Vector2.Zero)
{
playerDirection.Normalize();
_body.VelocityTarget = playerDirection * AttackSpeed;
}
}
private void UpdateAttack()
{
_liveTime -= Game1.DeltaTime;
// fade out
if (_liveTime <= 100)
_sprite.Color = Color.White * ((float)_liveTime / 100f);
if (_liveTime < 0)
Map.Objects.DeleteObjects.Add(this);
}
private void InitWait()
{
_isAttackable = true;
_body.VelocityTarget = Vector2.Zero;
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
if (!_isAttackable)
return Values.HitCollision.None;
OnDeath();
return Values.HitCollision.Enemy;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
return true;
}
private void OnDeath()
{
var splashAnimator = new ObjAnimator(Map, 0, 0, 0, 0, Values.LayerTop, "Particles/spawn", "run", true);
splashAnimator.EntityPosition.Set(new Vector2(EntityPosition.X - 8, EntityPosition.Y - EntityPosition.Z - 16));
Map.Objects.SpawnObject(splashAnimator);
Game1.GameManager.PlaySoundEffect("D378-19-13");
Map.Objects.DeleteObjects.Add(this);
}
}
}