mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
185 lines
7.6 KiB
C#
185 lines
7.6 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.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 EnemyArmos : GameObject
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{
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private readonly Animator _animator;
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private readonly AnimationComponent _animationComponent;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly DamageFieldComponent _damageField;
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private readonly BodyCollisionComponent _bodyCollision;
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private readonly AiDamageState _aiDamageState;
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private readonly AiStunnedState _sunnedState;
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private readonly AiTriggerRandomTime _walkCounter;
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private readonly string _animationPrefix;
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private float _moveSpeed = 0.5f;
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private float _counter;
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private int _direction;
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private bool _collided;
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public EnemyArmos() : base("armos") { }
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public EnemyArmos(Map.Map map, int posX, int posY, bool darkArmos) : 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, 17);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/armos");
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_animationPrefix = darkArmos ? "_dark" : "";
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var sprite = new CSprite(EntityPosition);
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_animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
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_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
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{
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MoveCollision = OnCollision,
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CollisionTypes = Values.CollisionTypes.Normal |
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Values.CollisionTypes.Enemy,
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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Bounciness = 0.25f,
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Drag = 0.8f
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};
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var stateIdle = new AiState { Init = InitIdle };
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var stateAwaking = new AiState(UpdateAwaking) { Init = InitAwaking };
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var stateWalking = new AiState { Init = InitWalking };
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stateWalking.Trigger.Add(_walkCounter = new AiTriggerRandomTime(ChangeDirection, 1000, 1500));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("awaking", stateAwaking);
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_aiComponent.States.Add("walking", stateWalking);
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new AiFallState(_aiComponent, _body, null, null);
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new AiDeepWaterState(_body);
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_sunnedState = new AiStunnedState(_aiComponent, _animationComponent, 3300, 900) { ShakeOffset = 1, SilentStateChange = false, ReturnState = "walking" };
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_aiDamageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { SpawnItem = "arrow_1" };
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_aiComponent.ChangeState("idle");
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var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8);
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var damageBox = new CBox(EntityPosition, -8, -13, 0, 16, 13, 4);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 8) { IsActive = false });
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(CollisionComponent.Index, _bodyCollision = new BodyCollisionComponent(_body, Values.CollisionTypes.Enemy));
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(BaseAnimationComponent.Index, _animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
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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 (_aiDamageState.IsInDamageState())
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return Values.HitCollision.None;
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if (_aiComponent.CurrentStateId == "idle" || _aiComponent.CurrentStateId == "awaking")
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return Values.HitCollision.RepellingParticle;
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if (damageType == HitType.MagicRod || damageType == HitType.MagicPowder)
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return Values.HitCollision.Blocking;
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if (damageType == HitType.Bomb || damageType == HitType.Bow)
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return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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if (damageType == HitType.Boomerang)
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return _aiDamageState.OnHit(gameObject, direction, damageType, 1, pieceOfPower);
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if (damageType == HitType.Hookshot)
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{
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_body.VelocityTarget = Vector2.Zero;
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_damageField.IsActive = false;
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_animator.Pause();
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_sunnedState.StartStun();
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}
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_aiDamageState.HitKnockBack(gameObject, direction, damageType, pieceOfPower, false);
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Game1.GameManager.PlaySoundEffect("D360-09-09");
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if (pieceOfPower)
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Game1.GameManager.PlaySoundEffect("D370-17-11");
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return Values.HitCollision.Blocking;
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}
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private void InitIdle()
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{
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("idle" + _animationPrefix);
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}
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private void InitAwaking()
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{
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_animator.Play("awaking" + _animationPrefix);
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}
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private void UpdateAwaking()
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{
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// wobble
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_counter += Game1.DeltaTime;
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_animationComponent.SpriteOffset.X = -8 + 1 * MathF.Sin(MathF.PI * ((_counter / 1000) * (60 / 4f)));
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if (!_animator.IsPlaying)
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{
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_animationComponent.SpriteOffset.X = -8;
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_aiComponent.ChangeState("walking");
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}
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_animationComponent.UpdateSprite();
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}
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private void InitWalking()
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{
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ChangeDirection();
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_animator.Play("walking" + _animationPrefix);
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_damageField.IsActive = true;
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_bodyCollision.IsActive = false;
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_collided = false;
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}
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private void ChangeDirection()
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{
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// random new direction
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_direction = Game1.RandomNumber.Next(0, 8);
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var radius = (float)Math.PI * (_direction / 4f);
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_body.VelocityTarget = new Vector2((float)Math.Sin(radius), (float)Math.Cos(radius)) * _moveSpeed;
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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, direction.Y, _body.Velocity.Z);
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else if (_aiComponent.CurrentStateId == "idle")
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_aiComponent.ChangeState("awaking");
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return true;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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// cut the time we walk into the wall
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if (!_collided)
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{
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_walkCounter.CurrentTime /= 2;
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_collided = true;
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}
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}
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}
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}
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