LADXHD/InGame/GameObjects/Enemies/EnemyAnglerFry.cs

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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.Components;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyAnglerFry : GameObject
{
private readonly BodyComponent _body;
private readonly AiDamageState _damageState;
private readonly AiComponent _aiComponent;
private readonly CSprite _sprite;
private const float MovementSpeed = 0.5f;
private const int SpawnTime = 100;
private float _swimCounter;
public EnemyAnglerFry() : base("anglerFry") { }
public EnemyAnglerFry(Map.Map map, int posX, int posY, int dir) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/angler fry");
animator.Play("move_" + dir);
_sprite = new CSprite(EntityPosition);
_sprite.Color = Color.Transparent;
var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -8, -16, 16, 16, 8)
{
CollisionTypes = Values.CollisionTypes.None,
DragAir = 0.8f,
DragWater = 0.8f,
IgnoresZ = true,
SplashEffect = false
};
var triggerCount = new AiTriggerCountdown(SpawnTime, TickSpawn, () => TickSpawn(1));
var stateMoving = new AiState(UpdateMoving);
var stateDespawning = new AiState();
stateDespawning.Trigger.Add(new AiTriggerCountdown(SpawnTime, TickDespawn, () => TickDespawn(1)));
_aiComponent = new AiComponent();
_aiComponent.Trigger.Add(triggerCount);
_aiComponent.States.Add("moving", stateMoving);
_aiComponent.States.Add("despawning", stateDespawning);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1)
{ SpawnItems = false, HitMultiplierX = 6, HitMultiplierY = 6 };
_aiComponent.ChangeState("moving");
var hittableBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 8);
var damageBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 4);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(AnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
triggerCount.OnInit();
_body.VelocityTarget.X = dir * MovementSpeed;
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
if (_damageState.OnHit(originObject, direction, type, damage, pieceOfPower) != Values.HitCollision.None)
{
_body.UpdateFieldState = false;
_body.VelocityTarget = Vector2.Zero;
}
return Values.HitCollision.Repelling;
}
private void TickSpawn(double time)
{
_sprite.Color = Color.White * (float)((SpawnTime - time) / SpawnTime);
}
private void UpdateMoving()
{
// start despawning
if (EntityPosition.X < -8 || Map.MapWidth * 16 + 8 < EntityPosition.X)
_aiComponent.ChangeState("despawning");
_swimCounter += Game1.DeltaTime;
_body.VelocityTarget.Y = MathF.Sin(_swimCounter / 300f) * 0.25f;
}
private void TickDespawn(double time)
{
_sprite.Color = Color.White * (float)(time / SpawnTime);
if (time <= 0)
Map.Objects.DeleteObjects.Add(this);
}
}
}