mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
148 lines
6.3 KiB
C#
148 lines
6.3 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.GameObjects.Things;
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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 EnemyBomber : 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 AiDamageState _damageState;
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private Vector2 _startPosition;
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private float _flyHeight = 14;
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public EnemyBomber() : base("bomber") { }
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public EnemyBomber(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, _flyHeight);
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EntitySize = new Rectangle(-12, -32, 24, 32);
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_startPosition = EntityPosition.Position;
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/bomber");
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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(-12, -16));
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_body = new BodyComponent(EntityPosition, -8, -12, 16, 12, 8)
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{
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CollisionTypes = Values.CollisionTypes.None,
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DragAir = 0.975f,
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Gravity = -0.175f,
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IgnoreHoles = true,
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IgnoresZ = true,
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};
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var stateWaiting = new AiState() { Init = InitWaiting };
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stateWaiting.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("moving"), 500, 1000));
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var stateMoving = new AiState() { Init = InitMoving };
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stateMoving.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("waiting"), 500, 1000));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("waiting", stateWaiting);
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_aiComponent.States.Add("moving", stateMoving);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = OnBurn };
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_aiComponent.ChangeState("waiting");
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var hittableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true);
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var damageBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 4, true);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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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(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 12, ShadowHeight = 4 });
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}
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private void OnBurn()
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{
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_animator.Pause();
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_body.IgnoresZ = false;
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_body.DragAir = 0.9f;
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_body.Bounciness = 0.5f;
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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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// can only be attacked with the sword while holding it
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if ((damageType & HitType.Sword) != 0 && (damageType & HitType.SwordHold) == 0 && (damageType & HitType.SwordSpin) == 0)
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{
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_body.Velocity.X = direction.X * 5;
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_body.Velocity.Y = direction.Y * 5;
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return Values.HitCollision.None;
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}
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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private void InitWaiting()
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{
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_body.VelocityTarget = Vector2.Zero;
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var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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var distance = playerDistance.Length();
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// bomb
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if (distance < 80 && Game1.RandomNumber.Next(0, 4) != 4)
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{
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Vector2 throwDirection;
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if (distance < 64)
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{
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// throw towards the player
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if (playerDistance != Vector2.Zero)
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playerDistance.Normalize();
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throwDirection = playerDistance * (distance / 64) * 1.0f;
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}
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else
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{
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// throw into a random direction
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var randomRadius = Game1.RandomNumber.Next(0, 620) / 100;
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throwDirection = new Vector2((float)Math.Sin(randomRadius), (float)Math.Cos(randomRadius)) * 0.75f;
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}
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// spawn a bomb
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var bomb = new ObjBomb(Map, 0, 0, false, true);
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bomb.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, 20));
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bomb.Body.Velocity = new Vector3(throwDirection, 0);
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bomb.Body.CollisionTypes = Values.CollisionTypes.None;
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bomb.Body.Gravity = -0.1f;
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bomb.Body.DragAir = 1.0f;
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bomb.Body.Bounciness = 0.5f;
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Map.Objects.SpawnObject(bomb);
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}
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}
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private void InitMoving()
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{
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// the farther away the enemy is from the origin the more likely it becomes that he will move towards the start position
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var directionToStart = _startPosition - EntityPosition.Position;
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var radiusToStart = Math.Atan2(directionToStart.Y, directionToStart.X);
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var maxDistance = 80.0f;
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var randomDir = radiusToStart + (Math.PI - Game1.RandomNumber.Next(0, 628) / 100f) *
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Math.Clamp(((maxDistance - directionToStart.Length()) / maxDistance), 0, 1);
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_body.VelocityTarget = new Vector2((float)Math.Cos(randomDir), (float)Math.Sin(randomDir)) * 0.5f;
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}
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}
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}
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