LADXHD/InGame/GameObjects/Enemies/EnemyBladeTrap.cs

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C#
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2023-12-14 22:21:22 +00:00
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 EnemyBladeTrap : GameObject
{
private readonly AiComponent _aiComponent;
private readonly RectangleF[] _collisionRectangles = new RectangleF[4];
private readonly Vector2[] _directions = { new Vector2(-1, 0), new Vector2(1, 0), new Vector2(0, -1), new Vector2(0, 1) };
private readonly int[] _maxPosition = new int[4];
private Vector2 _startPosition;
private float _movePosition;
private int _moveDir;
public EnemyBladeTrap() : base("bladeTrap") { }
public EnemyBladeTrap(Map.Map map, int posX, int posY, int left, int right, int top, int bottom) : base(map)
{
Tags = Values.GameObjectTag.Damage;
EntityPosition = new CPosition(posX, posY, 0);
_startPosition = new Vector2(posX, posY);
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/bladetrap");
animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(animator, sprite, new Vector2(0, 0));
var padding = 2;
var width = 16 + 2 * padding;
var height = 16 + 2 * padding;
_maxPosition[0] = left * 16;
_maxPosition[1] = right * 16;
_maxPosition[2] = top * 16;
_maxPosition[3] = bottom * 16;
_collisionRectangles[0] = new RectangleF(posX - left * 16 - 16, posY - padding, left * 16 + 16, height);
_collisionRectangles[1] = new RectangleF(posX + 16, posY - padding, right * 16 + 16, height);
_collisionRectangles[2] = new RectangleF(posX - padding, posY - top * 16 - 16, width, top * 16 + 16);
_collisionRectangles[3] = new RectangleF(posX - padding, posY + 16, width, bottom * 16 + 16);
var stateWait = new AiState();
stateWait.Trigger.Add(new AiTriggerCountdown(350, null, () => _aiComponent.ChangeState("back")));
var stateCooldown = new AiState();
stateCooldown.Trigger.Add(new AiTriggerCountdown(500, null, () => _aiComponent.ChangeState("idle")));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", new AiState(UpdateIdle));
_aiComponent.States.Add("snap", new AiState(UpdateSnap));
_aiComponent.States.Add("wait", stateWait);
_aiComponent.States.Add("back", new AiState(UpdateMoveBack));
_aiComponent.States.Add("cooldown", stateCooldown);
_aiComponent.ChangeState("idle");
var bodyBox = new CBox(EntityPosition, 2, 2, 0, 12, 12, 4);
AddComponent(PushableComponent.Index, new PushableComponent(bodyBox, OnPush) { RepelMultiplier = 1.5f });
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(bodyBox, HitType.Enemy, 4));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(HittableComponent.Index, new HittableComponent(bodyBox, OnHit));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer));
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
return true;
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
return Values.HitCollision.RepellingParticle;
}
private void UpdateIdle()
{
// trigger trap
for (var i = 0; i < _directions.Length; i++)
if (_collisionRectangles[i].Intersects(MapManager.ObjLink.BodyRectangle))
{
Game1.GameManager.PlaySoundEffect("D378-10-0A");
_aiComponent.ChangeState("snap");
_moveDir = i;
}
}
private void UpdateSnap()
{
_movePosition += 2 * Game1.TimeMultiplier;
// collision?
if (_movePosition >= _maxPosition[_moveDir])
{
_movePosition = _maxPosition[_moveDir];
_aiComponent.ChangeState("wait");
Game1.GameManager.PlaySoundEffect("D360-07-07");
}
UpdatePosition();
}
private void UpdateMoveBack()
{
if (_movePosition > 0)
_movePosition -= 0.5f * Game1.TimeMultiplier;
else
{
_movePosition = 0;
_aiComponent.ChangeState("cooldown");
}
UpdatePosition();
}
private void UpdatePosition()
{
EntityPosition.Set(_startPosition + _directions[_moveDir] * _movePosition);
}
}
}