LADXHD/InGame/GameObjects/Enemies/EnemyBeamos.cs

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9.6 KiB
C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using ProjectZ.Base;
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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyBeamos : GameObject
{
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiTriggerSwitch _shootCooldown;
private readonly CSprite _sprite;
private readonly Rectangle _fieldRectangle;
private Vector2 _shootDirection;
private Vector2 _shootOrigin;
private float _shootCounter;
private float _beamosRotation;
private int _shootsFired;
public EnemyBeamos() : base("beamos") { }
public EnemyBeamos(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Trap;
EntityPosition = new CPosition(posX + 8, posY + 14, 0);
EntitySize = new Rectangle(-8, -14, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/beamos");
_animator.Play("idle");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
var body = new BodyComponent(EntityPosition, -7, -12, 14, 14, 8);
_fieldRectangle = Map.GetField(posX, posY);
var stateIdle = new AiState(UpdateIdle);
stateIdle.Trigger.Add(_shootCooldown = new AiTriggerSwitch(1000));
var statePreShoot = new AiState();
statePreShoot.Trigger.Add(new AiTriggerCountdown(16000 / 60, TickPreShoot, PreShootEnd));
var stateShoot = new AiState(UpdateShoot);
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("preShoot", statePreShoot);
_aiComponent.States.Add("shoot", stateShoot);
_aiComponent.ChangeState("idle");
var hittableBox = new CBox(EntityPosition, -5, -12, 0, 10, 14, 8);
var damageBox = new CBox(EntityPosition, -5, -12, 0, 10, 14, 4);
AddComponent(BodyComponent.Index, body);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 1));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
}
private Vector2 GetOrigin()
{
return new Vector2(EntityPosition.X, EntityPosition.Y - 8) +
new Vector2(-MathF.Cos(_beamosRotation), -MathF.Sin(_beamosRotation)) * 4;
}
private void UpdateIdle()
{
if (!_shootCooldown.State)
return;
// get the direction of the beamos from the current animation frame (8 frames for a full rotation)
var animationFrame = _animator.CurrentFrameIndex;
_beamosRotation = animationFrame * (MathF.PI * 2) / 8f;
_shootOrigin = new Vector2(EntityPosition.X, EntityPosition.Y - 8) +
new Vector2(-MathF.Cos(_beamosRotation), -MathF.Sin(_beamosRotation)) * 4;
var playerPosition = MapManager.ObjLink.EntityPosition.Position;
var targetPosition = new Vector2(playerPosition.X, playerPosition.Y - 6);
var playerDirection = targetPosition - _shootOrigin;
// if we normalize a zero vector we crash
// it is really unlikely (probably impossible) but we need to be careful
if (playerDirection != Vector2.Zero &&
(playerDirection.Length() < 72 || _fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position)))
{
playerDirection.Normalize();
// there is probably a nicer way to calculate the difference between two angles
var playerRotation = MathF.Atan2(-playerDirection.Y, -playerDirection.X);
if (playerRotation < 0)
playerRotation += MathF.PI * 2;
var rotationDistance = MathF.Abs(_beamosRotation - playerRotation);
if (rotationDistance > MathF.PI)
rotationDistance = MathF.PI - rotationDistance % MathF.PI;
// start shooting if the beamos is looking at the player
// we do not divide by 8 because we offset the shoot origin and do not get 8 perfect angles
if (rotationDistance < MathF.PI / 7.5f)
{
_shootDirection = playerDirection;
if (!CheckForCollision(_shootOrigin, targetPosition))
ToPreShoot();
}
}
}
private bool CheckForCollision(Vector2 startPosition, Vector2 endPosition)
{
var direction = endPosition - startPosition;
var distance = direction.Length();
direction.Normalize();
var currentPosition = startPosition;
var steps = 15;
while (true)
{
steps--;
var modX = currentPosition.X % Values.TileSize;
var modY = currentPosition.Y % Values.TileSize;
// move to the next tile edge on the x or y axis
// could probably be written in a nicer way
var stepX = Math.Abs((((int)(currentPosition.X / Values.TileSize) +
(modX == 0 ? Math.Sign(direction.X) : direction.X < 0 ? 0 : 1)) * Values.TileSize - currentPosition.X) / direction.X);
var stepY = Math.Abs((((int)(currentPosition.Y / Values.TileSize) +
(modY == 0 ? Math.Sign(direction.Y) : direction.Y < 0 ? 0 : 1)) * Values.TileSize - currentPosition.Y) / direction.Y);
currentPosition += direction * (stepX < stepY ? stepX : stepY);
// reached the end position without encountering anything?
var traveledDistance = (startPosition - currentPosition).Length();
if (distance < traveledDistance || steps < 0)
return false;
// check for a colliding box on the line of sight
var outBox = Box.Empty;
var tileX = (int)((currentPosition.X + (direction.X < 0 ? -1 : 1)) / Values.TileSize) * Values.TileSize;
var tileY = (int)((currentPosition.Y + (direction.Y < 0 ? -1 : 1)) / Values.TileSize) * Values.TileSize;
if (Map.Objects.Collision(new Box(tileX, tileY, 2, 16, 16, 4), Box.Empty, Values.CollisionTypes.Normal, 0, 1, ref outBox))
return true;
}
}
private void TickPreShoot(double count)
{
_sprite.SpriteShader = count % (8000 / 60f) >= (4000 / 60f) ? Resources.DamageSpriteShader0 : null;
}
private void PreShootEnd()
{
Game1.GameManager.PlaySoundEffect("D378-08-08");
_aiComponent.ChangeState("shoot");
}
private void ToPreShoot()
{
_shootCounter = 0;
_shootsFired = 0;
_animator.Pause();
_aiComponent.ChangeState("preShoot");
}
private void UpdateShoot()
{
// 16 projectiles
// ~4 pixels/frame
// 60 projectiles/second
_shootCounter += Game1.DeltaTime;
// spawn projectiles
// this is a little complicated because the game can run at different framerates
var projectileInterval = 1 / 60f * 1000;
while (_shootCounter > projectileInterval * _shootsFired)
{
_shootOrigin = GetOrigin();
// we calculate the position of the first projectile
var spawnPosition = _shootOrigin + _shootDirection * (4 + _shootCounter / 1000f * 60 * 4);
// now we go back in the opposite direction to find the exact position of the current projectile
spawnPosition -= _shootDirection * _shootsFired * 4;
// spawn the projectile
var newProjectile = new EnemyBeamosProjectile(Map, spawnPosition, _shootDirection * 4, _shootsFired == 0);
Map.Objects.SpawnObject(newProjectile);
_shootsFired++;
if (_shootsFired >= 16)
{
_animator.Continue();
_aiComponent.ChangeState("idle");
_shootCooldown.Reset();
}
}
}
private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
{
if (pushType == PushableComponent.PushType.Impact)
return true;
return false;
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
return Values.HitCollision.RepellingParticle;
}
}
}