mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
104 lines
4.4 KiB
C#
104 lines
4.4 KiB
C#
|
using Microsoft.Xna.Framework;
|
|||
|
using Microsoft.Xna.Framework.Graphics;
|
|||
|
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;
|
|||
|
using ProjectZ.InGame.GameObjects.Dungeon;
|
|||
|
|
|||
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|||
|
{
|
|||
|
internal class EnemyAntiFairy : GameObject
|
|||
|
{
|
|||
|
private readonly BodyComponent _body;
|
|||
|
private readonly AiDamageState _aiDamageState;
|
|||
|
|
|||
|
private readonly Color _lightColor = new Color(255, 255, 255);
|
|||
|
|
|||
|
public EnemyAntiFairy() : base("antiFairy") { }
|
|||
|
|
|||
|
public EnemyAntiFairy(Map.Map map, int posX, int posY) : base(map)
|
|||
|
{
|
|||
|
// not used for the enemy trigger
|
|||
|
Tags = Values.GameObjectTag.Damage;
|
|||
|
|
|||
|
EntityPosition = new CPosition(posX + 8, posY + 8, 0);
|
|||
|
EntitySize = new Rectangle(-32, -32, 64, 64);
|
|||
|
|
|||
|
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/anti-fairy");
|
|||
|
animator.Play("idle");
|
|||
|
|
|||
|
var sprite = new CSprite(EntityPosition);
|
|||
|
var animationComponent = new AnimationComponent(animator, sprite, new Vector2(-8, -8));
|
|||
|
|
|||
|
_body = new BodyComponent(EntityPosition, -6, -6, 12, 12, 8)
|
|||
|
{
|
|||
|
IgnoreHeight = true,
|
|||
|
IgnoreHoles = true,
|
|||
|
FieldRectangle = map.GetField(posX, posY),
|
|||
|
MoveCollision = OnCollision,
|
|||
|
CollisionTypes =
|
|||
|
Values.CollisionTypes.Normal |
|
|||
|
Values.CollisionTypes.Hole |
|
|||
|
Values.CollisionTypes.NPCWall
|
|||
|
};
|
|||
|
_body.VelocityTarget = new Vector2(-1, 1) * (3 / 4.0f);
|
|||
|
|
|||
|
var aiComponent = new AiComponent();
|
|||
|
aiComponent.States.Add("idle", new AiState());
|
|||
|
aiComponent.ChangeState("idle");
|
|||
|
|
|||
|
_aiDamageState = new AiDamageState(this, _body, aiComponent, sprite, 1, false)
|
|||
|
{
|
|||
|
IgnoreZeroDamage = true,
|
|||
|
FlameOffset = new Point(0, 2),
|
|||
|
OnDeath = OnDeath
|
|||
|
};
|
|||
|
|
|||
|
var hittableBox = new CBox(EntityPosition, -8, -8, 0, 16, 16, 8);
|
|||
|
var damageBox = new CBox(EntityPosition, -7, -7, 0, 14, 14, 4);
|
|||
|
|
|||
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
|
|||
|
AddComponent(AiComponent.Index, aiComponent);
|
|||
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
|
|||
|
AddComponent(BodyComponent.Index, _body);
|
|||
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
|||
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer) { WaterOutline = false });
|
|||
|
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
|
|||
|
AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
|
|||
|
}
|
|||
|
|
|||
|
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
|
|||
|
{
|
|||
|
if (type == HitType.Boomerang || type == HitType.MagicPowder)
|
|||
|
return _aiDamageState.OnHit(originObject, direction, type, damage, pieceOfPower);
|
|||
|
|
|||
|
return Values.HitCollision.Blocking;
|
|||
|
}
|
|||
|
|
|||
|
private void OnCollision(Values.BodyCollision collider)
|
|||
|
{
|
|||
|
if ((collider & Values.BodyCollision.Horizontal) != 0)
|
|||
|
_body.VelocityTarget.X = -_body.VelocityTarget.X;
|
|||
|
if ((collider & Values.BodyCollision.Vertical) != 0)
|
|||
|
_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
|
|||
|
}
|
|||
|
|
|||
|
private void DrawLight(SpriteBatch spriteBatch)
|
|||
|
{
|
|||
|
DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 25, (int)EntityPosition.Y - 25, 50, 50), _lightColor * 0.5f);
|
|||
|
}
|
|||
|
|
|||
|
private void OnDeath(bool pieceOfPower)
|
|||
|
{
|
|||
|
// spawn fairy? ~50% cance
|
|||
|
// not sure how this is calculated in the original game
|
|||
|
if (Game1.RandomNumber.Next(0, 100) < 50)
|
|||
|
Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y + 4, 0));
|
|||
|
|
|||
|
_aiDamageState.BaseOnDeath(pieceOfPower);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|