LADXHD/InGame/GameObjects/Enemies/EnemyAntiFairy.cs

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2023-12-14 22:21:22 +00:00
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);
}
}
}