mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
370 lines
14 KiB
C#
370 lines
14 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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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.GameObjects.Enemies;
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using ProjectZ.InGame.GameObjects.Things;
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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.Bosses
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{
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class BossAnglerFish : GameObject
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{
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private readonly AiTriggerCountdown _damageCountdown;
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private readonly AiTriggerCountdown _stoneCountdown;
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private readonly AiTriggerRandomTime _fishCountdown;
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private readonly AiTriggerRandomTime _blobCountdown;
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private readonly CSprite _sprite;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly Color _lightColor = new Color(255, 200, 200);
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private readonly Vector2 _startPosition;
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private readonly string _saveKey;
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private const int CooldownTime = 350;
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private const int StoneSpawnTime = 1500;
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private float _waitingCounter;
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private float _deathCount;
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private int _stoneCount;
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private const int Lives = 10;
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private int _currentLives = Lives;
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private bool _isAlive = true;
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private Vector2 _preAttackVelocity;
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public BossAnglerFish() : base("angler fish") { }
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public BossAnglerFish(Map.Map map, int posX, int posY, string saveKey) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 16, posY, 0);
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EntitySize = new Rectangle(-26, -23 + 16, 56, 48);
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_startPosition = EntityPosition.Position;
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_saveKey = saveKey;
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if (!string.IsNullOrWhiteSpace(saveKey) && Game1.GameManager.SaveManager.GetString(saveKey) == "1")
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{
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// respawn the heart if the player died after he killed the boss without collecting the heart
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SpawnHeart();
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IsDead = true;
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return;
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}
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_animator = AnimatorSaveLoad.LoadAnimator("Nightmares/anger fish");
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_animator.Play("idle");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-28, -24 + 16));
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_body = new BodyComponent(EntityPosition, -20, -23 + 16, 50, 48, 8)
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{
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CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall,
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Bounciness = 0.25f,
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Drag = 0.85f,
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IgnoresZ = true,
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IsGrounded = false,
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MoveCollision = OnCollision,
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FieldRectangle = Map.GetField(posX, posY)
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};
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var hittableRectangle = new CBox(EntityPosition, -22, 0, 26, 26, 8);
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var damageCollider = new CBox(EntityPosition, -18, -20 + 16, 47, 38, 8);
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var stateWaiting = new AiState(UpdateWaiting);
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var stateMoving = new AiState();
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stateMoving.Trigger.Add(new AiTriggerRandomTime(StartAttacking, 5000, 7500));
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var statePreAttack = new AiState();
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statePreAttack.Trigger.Add(new AiTriggerCountdown(500, null, ToAttack));
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var stateAttack = new AiState();
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var stateShaking = new AiState();
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stateShaking.Trigger.Add(new AiTriggerCountdown(800, null, ToRetrieving));
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var statePostAttack = new AiState(UpdatePostAttack);
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var stateBlink = new AiState();
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stateBlink.Trigger.Add(new AiTriggerCountdown(1000, DamageTick, ToDeath));
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var stateDeath = new AiState(UpdateDeath);
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stateDeath.Trigger.Add(new AiTriggerCountdown(2000, DamageTick, RemoveObject));
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_aiComponent = new AiComponent();
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_aiComponent.Trigger.Add(_damageCountdown = new AiTriggerCountdown(CooldownTime, DamageTick, FinishDamage));
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_aiComponent.Trigger.Add(_stoneCountdown = new AiTriggerCountdown(StoneSpawnTime, null, SpawnStone));
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_aiComponent.Trigger.Add(_fishCountdown = new AiTriggerRandomTime(SpawnFish, 2000, 5000) { IsRunning = false });
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_aiComponent.Trigger.Add(_blobCountdown = new AiTriggerRandomTime(SpawnBlob, 1000, 1500));
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_aiComponent.States.Add("waiting", stateWaiting);
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_aiComponent.States.Add("moving", stateMoving);
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_aiComponent.States.Add("preAttack", statePreAttack);
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_aiComponent.States.Add("attack", stateAttack);
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_aiComponent.States.Add("shaking", stateShaking);
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_aiComponent.States.Add("postAttack", statePostAttack);
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_aiComponent.States.Add("blink", stateBlink);
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_aiComponent.States.Add("death", stateDeath);
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_aiComponent.ChangeState("waiting");
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 6));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableRectangle, OnHit));
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AddComponent(AnimationComponent.Index, animationComponent);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
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AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
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}
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private void UpdateWaiting()
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{
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_waitingCounter += Game1.DeltaTime;
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// move up/down while waiting
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EntityPosition.Set(new Vector2(EntityPosition.X, _startPosition.Y + MathF.Sin(_waitingCounter / 500f) * 7.5f));
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if (MapManager.ObjLink.PosY > 160)
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StartMoving();
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}
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private void StartMoving()
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{
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_aiComponent.ChangeState("moving");
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// spawn dialog
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Game1.GameManager.StartDialogPath("d4_nightmare");
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// start moving and start spawning fish
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_body.VelocityTarget.Y = 0.5f;
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_fishCountdown.OnInit();
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}
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private void StartAttacking()
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{
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_aiComponent.ChangeState("preAttack");
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_animator.SpeedMultiplier = 2.75f;
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_preAttackVelocity = _body.VelocityTarget;
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_body.VelocityTarget.Y = 0;
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}
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private void ToAttack()
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{
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_aiComponent.ChangeState("attack");
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Game1.GameManager.PlaySoundEffect("D370-13-0D");
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_body.VelocityTarget.X = -3;
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}
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private void ToShaking()
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{
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_aiComponent.ChangeState("shaking");
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Game1.GameManager.PlaySoundEffect("D378-12-0C");
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Game1.GameManager.ShakeScreen(750, 2, 0, 5.0f, 0);
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_body.VelocityTarget.X = 0;
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// start spawning stones
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_stoneCount = Game1.RandomNumber.Next(2, 4); // 2-3 stones
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_stoneCountdown.OnInit();
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_stoneCountdown.CurrentTime = 1; // directly spawn a stone
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_stoneCountdown.StartTime = StoneSpawnTime + Game1.RandomNumber.Next(0, 1000);
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}
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private void ToRetrieving()
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{
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_aiComponent.ChangeState("postAttack");
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_body.VelocityTarget.X = 2;
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}
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private void UpdatePostAttack()
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{
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if (EntityPosition.X > _startPosition.X)
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{
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_aiComponent.ChangeState("moving");
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_animator.SpeedMultiplier = 1.0f;
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_body.VelocityTarget = _preAttackVelocity;
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EntityPosition.Set(new Vector2(_startPosition.X, EntityPosition.Y));
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}
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}
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private void SpawnStone()
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{
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_stoneCount--;
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if (_stoneCount > 0 && _isAlive)
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_stoneCountdown.OnInit();
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var randomX = Math.Clamp(MapManager.ObjLink.EntityPosition.X,
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_body.FieldRectangle.Left + 25 + 8, _body.FieldRectangle.Right - 25 - 8) + (Game1.RandomNumber.Next(0, 50) - 25);
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var objStone = new AnglerFishStone(Map, (int)randomX, 16);
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Map.Objects.SpawnObject(objStone);
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}
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private void SpawnFish()
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{
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if (_isAlive || _currentLives < Lives)
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_fishCountdown.OnInit();
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var randomDir = (Game1.RandomNumber.Next(0, 2) * 2 - 1);
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var randomX = 80 + randomDir * 88;
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var randomY = Math.Clamp(MapManager.ObjLink.EntityPosition.Y, 124 + 35, 256 - 35) + (Game1.RandomNumber.Next(0, 70) - 35);
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var objFish = new EnemyAnglerFry(Map, randomX, (int)randomY, -randomDir);
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Map.Objects.SpawnObject(objFish);
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}
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private void SpawnBlob()
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{
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if (_isAlive)
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_blobCountdown.OnInit();
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var posX = (int)EntityPosition.X - 20;
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var posY = (int)EntityPosition.Y - 12 + 16;
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var objBlob = new AngerFishBlob(Map, posX, posY);
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Map.Objects.SpawnObject(objBlob);
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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if ((collision & Values.BodyCollision.Vertical) != 0)
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
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else if (_aiComponent.CurrentStateId == "attack")
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ToShaking();
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}
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private void ToDeath()
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{
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_aiComponent.ChangeState("death");
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SetDamageSprite(false);
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}
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private void DamageTick(double time)
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{
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var useDamageSprite = time % 133 < 66;
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SetDamageSprite(useDamageSprite);
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}
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private void SetDamageSprite(bool useDamageSprite)
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{
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// @HACK: not sure how this should be handled
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// cant use a shader because there is no real color mapping that looks good
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// in the original it does not look good and the sprites are not well connected
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if (useDamageSprite && _sprite.SourceRectangle.X < 40)
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_sprite.SourceRectangle.X += 64;
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if (!useDamageSprite && _sprite.SourceRectangle.X > 40)
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_sprite.SourceRectangle.X -= 64;
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}
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private void UpdateDeath()
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{
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_deathCount += Game1.DeltaTime;
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if (_deathCount > 100)
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_deathCount -= 100;
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else
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return;
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Game1.GameManager.PlaySoundEffect("D378-19-13");
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var posX = (int)EntityPosition.X + Game1.RandomNumber.Next(0, 28) - 34;
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var posY = (int)EntityPosition.Y - (int)EntityPosition.Z + Game1.RandomNumber.Next(0, 28) - 10;
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// spawn explosion effect
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Map.Objects.SpawnObject(new ObjAnimator(Map, posX, posY, Values.LayerTop, "Particles/spawn", "run", true));
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}
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private void RemoveObject()
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{
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SetDamageSprite(false);
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if (!string.IsNullOrEmpty(_saveKey))
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Game1.GameManager.SaveManager.SetString(_saveKey, "1");
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SpawnHeart();
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Game1.GameManager.PlaySoundEffect("D378-26-1A");
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// stop boss music
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Game1.GameManager.SetMusic(-1, 2);
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Map.Objects.DeleteObjects.Add(this);
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}
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private void SpawnHeart()
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{
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// spawn big heart
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Map.Objects.SpawnObject(new ObjItem(Map,
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(int)EntityPosition.X - 20, (int)EntityPosition.Y + 8, "", "d4_nHeart", "heartMeterFull", null));
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}
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private void FinishDamage()
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{
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if (_sprite.SourceRectangle.X > 40)
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_sprite.SourceRectangle.X -= 64;
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}
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private void DrawLight(SpriteBatch spriteBatch)
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{
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spriteBatch.Draw(Resources.SprLight, new Rectangle((int)EntityPosition.X - 22 - 32, (int)EntityPosition.Y - 18 - 16, 64, 64), _lightColor);
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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 (_currentLives <= 0)
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return Values.HitCollision.None;
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if (damageType == HitType.Bow)
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damage = 1;
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if (damageType == HitType.Bomb)
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damage = 4;
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if (_damageCountdown.CurrentTime <= 0)
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{
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_currentLives -= damage;
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// just died?
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if (_currentLives <= 0)
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{
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Game1.GameManager.PlaySoundEffect("D370-16-10");
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_aiComponent.ChangeState("blink");
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_body.VelocityTarget = Vector2.Zero;
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return Values.HitCollision.Repelling;
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}
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else
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{
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Game1.GameManager.PlaySoundEffect("D370-07-07");
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}
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_damageCountdown.OnInit();
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return Values.HitCollision.Repelling;
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}
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return Values.HitCollision.None;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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return true;
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}
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}
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}
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