mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
148 lines
5.7 KiB
C#
148 lines
5.7 KiB
C#
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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.Components.AI;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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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 EnemyBeetle : GameObject
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{
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly AiFallState _aiFallState;
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private readonly AiTriggerRandomTime _directionChangeCounter;
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private readonly AiDamageState _damageState;
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private float _walkSpeed = 0.5f;
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private int _direction;
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private bool _finishedSpawning;
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public EnemyBeetle() : base("beetle") { }
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public EnemyBeetle(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 + 14, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/beetle");
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_animator.Play("idle");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -11));
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_body = new BodyComponent(EntityPosition, -5, -8, 10, 8, 8)
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{
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AbsorbPercentage = 0.9f,
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CollisionTypes =
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Values.CollisionTypes.Normal |
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Values.CollisionTypes.Enemy |
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Values.CollisionTypes.Player,
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AvoidTypes =
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Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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HoleOnPull = OnHolePull,
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AbsorbStop = 0,
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FieldRectangle = map.GetField(posX, posY),
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Bounciness = 0.25f,
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Drag = 0.85f,
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MoveCollision = OnMoveCollision
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};
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var stateMoving = new AiState();
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stateMoving.Trigger.Add(_directionChangeCounter = new AiTriggerRandomTime(ChangeDirection, 500, 750));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("moving", stateMoving);
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// AiFallState sets the HoleAbsorb function
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_aiFallState = new AiFallState(_aiComponent, _body, OnHoleAbsorb, null);
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_body.HoleAbsorb = OnHoleAbsorb;
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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playerDirection.Normalize();
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_body.VelocityTarget = playerDirection * _walkSpeed;
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_aiComponent.ChangeState("moving");
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var damageCollider = new CBox(EntityPosition, -6, -10, 0, 12, 10, 4);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f });
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}
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private void OnMoveCollision(Values.BodyCollision collision)
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{
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_directionChangeCounter.CurrentTime *= 0.5f;
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_body.VelocityTarget = Vector2.Zero;
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}
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private void OnHolePull(Vector2 direction, float percentage)
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{
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if (!_finishedSpawning)
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{
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_body.HoleAbsorption *= 0.25f;
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_body.SpeedMultiply = 1.0f;
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if (percentage == 0)
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{
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_finishedSpawning = true;
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ChangeDirection();
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}
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}
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}
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private void OnHoleAbsorb()
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{
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if (_finishedSpawning)
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{
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_animator.SpeedMultiplier = 2f;
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_aiFallState.OnHoleAbsorb();
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}
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else
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{
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_body.HoleAbsorption *= 0.25f;
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_body.SpeedMultiply = 1.0f;
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}
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}
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private void ChangeDirection()
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{
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// random start position/state
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_direction = Game1.RandomNumber.Next(0, 4);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _walkSpeed;
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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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_finishedSpawning = true;
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return true;
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}
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public Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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// make sure to fall into the hole after getting burned while coming out
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_finishedSpawning = true;
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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}
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}
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