mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
151 lines
6.2 KiB
C#
151 lines
6.2 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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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.Enemies
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{
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internal class EnemyArmMimic : GameObject
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{
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private readonly BodyComponent _body;
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private readonly Animator _animator;
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private readonly AiDamageState _aiDamageState;
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private readonly AiTriggerTimer _repelTimer;
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private readonly AiStunnedState _aiStunnedState;
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private Vector2 _lastPosition;
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private int _direction;
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private bool _wasColliding;
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public EnemyArmMimic() : base("armMimic") { }
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public EnemyArmMimic(Map.Map map, int posX, int posY) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/arm mimic");
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var sprite = new CSprite(EntityPosition);
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var animatorComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
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_body = new BodyComponent(EntityPosition, -5, -10, 10, 10, 8)
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{
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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IsSlider = true,
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MaxSlideDistance = 4.0f
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};
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var stateUpdate = new AiState(Update);
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var aiComponent = new AiComponent();
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aiComponent.Trigger.Add(_repelTimer = new AiTriggerTimer(500));
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aiComponent.States.Add("idle", stateUpdate);
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new AiFallState(aiComponent, _body, null, null, 300);
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_aiDamageState = new AiDamageState(this, _body, aiComponent, sprite, 2);
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_aiStunnedState = new AiStunnedState(aiComponent, animatorComponent, 3300, 900);
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aiComponent.ChangeState("idle");
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var hittableBox = new CBox(EntityPosition, -6, -15, 2, 12, 15, 8);
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var damageBox = new CBox(EntityPosition, -6, -12, 2, 12, 12, 4);
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var pushableBox = new CBox(EntityPosition, -5, -14, 2, 10, 14, 4);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(hittableBox, HitType.Enemy, 12));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(AiComponent.Index, aiComponent);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(BaseAnimationComponent.Index, animatorComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
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}
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private void Update()
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{
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var moved = false;
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var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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// move when near the player
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if (playerDistance.Length() < 80)
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{
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if (_wasColliding)
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{
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var direction = -MapManager.ObjLink.LastMoveVector;
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var diff = (MapManager.ObjLink.EntityPosition.Position - _lastPosition) / Game1.TimeMultiplier;
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// this will stop the enemy if the player is walking into an obstacle
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direction = new Vector2(
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Math.Min(Math.Abs(direction.X), Math.Abs(diff.X)) * Math.Sign(direction.X),
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Math.Min(Math.Abs(direction.Y), Math.Abs(diff.Y)) * Math.Sign(direction.Y));
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_body.VelocityTarget = direction * 0.75f;
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if (direction.Length() > 0.01f)
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{
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moved = true;
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_direction = AnimationHelper.GetDirection(direction);
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if (_animator.CurrentAnimation.Id != "walk_" + _direction)
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_animator.Play("walk_" + _direction);
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else
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_animator.Continue();
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}
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}
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_wasColliding = true;
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_lastPosition = MapManager.ObjLink.EntityPosition.Position;
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}
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else
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{
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_wasColliding = false;
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_body.VelocityTarget = Vector2.Zero;
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}
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if (!moved)
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_animator.Pause();
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
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return true;
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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 (!_repelTimer.State)
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return Values.HitCollision.None;
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_repelTimer.Reset();
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// stun state
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if (damageType == HitType.Hookshot || damageType == HitType.Boomerang)
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{
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_body.VelocityTarget = Vector2.Zero;
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_body.Velocity.X += direction.X * 4.0f;
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_body.Velocity.Y += direction.Y * 4.0f;
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_aiStunnedState.StartStun();
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_animator.Pause();
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return Values.HitCollision.Enemy;
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}
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// damaged not from the front; piece of power or while using pegasus boots
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if (damageType != HitType.PegasusBootsSword && damageType != HitType.SwordShot && (damageType & HitType.SwordSpin) == 0 && !pieceOfPower)
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damage = 0;
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return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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}
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}
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