LADXHD/InGame/GameObjects/Enemies/EnemyBomber.cs

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C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
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.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyBomber : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private Vector2 _startPosition;
private float _flyHeight = 14;
public EnemyBomber() : base("bomber") { }
public EnemyBomber(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, _flyHeight);
EntitySize = new Rectangle(-12, -32, 24, 32);
_startPosition = EntityPosition.Position;
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/bomber");
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-12, -16));
_body = new BodyComponent(EntityPosition, -8, -12, 16, 12, 8)
{
CollisionTypes = Values.CollisionTypes.None,
DragAir = 0.975f,
Gravity = -0.175f,
IgnoreHoles = true,
IgnoresZ = true,
};
var stateWaiting = new AiState() { Init = InitWaiting };
stateWaiting.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("moving"), 500, 1000));
var stateMoving = new AiState() { Init = InitMoving };
stateMoving.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("waiting"), 500, 1000));
_aiComponent = new AiComponent();
_aiComponent.States.Add("waiting", stateWaiting);
_aiComponent.States.Add("moving", stateMoving);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = OnBurn };
_aiComponent.ChangeState("waiting");
var hittableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true);
var damageBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 4, true);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 12, ShadowHeight = 4 });
}
private void OnBurn()
{
_animator.Pause();
_body.IgnoresZ = false;
_body.DragAir = 0.9f;
_body.Bounciness = 0.5f;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
// can only be attacked with the sword while holding it
if ((damageType & HitType.Sword) != 0 && (damageType & HitType.SwordHold) == 0 && (damageType & HitType.SwordSpin) == 0)
{
_body.Velocity.X = direction.X * 5;
_body.Velocity.Y = direction.Y * 5;
return Values.HitCollision.None;
}
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
private void InitWaiting()
{
_body.VelocityTarget = Vector2.Zero;
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
var distance = playerDistance.Length();
// bomb
if (distance < 80 && Game1.RandomNumber.Next(0, 4) != 4)
{
Vector2 throwDirection;
if (distance < 64)
{
// throw towards the player
if (playerDistance != Vector2.Zero)
playerDistance.Normalize();
throwDirection = playerDistance * (distance / 64) * 1.0f;
}
else
{
// throw into a random direction
var randomRadius = Game1.RandomNumber.Next(0, 620) / 100;
throwDirection = new Vector2((float)Math.Sin(randomRadius), (float)Math.Cos(randomRadius)) * 0.75f;
}
// spawn a bomb
var bomb = new ObjBomb(Map, 0, 0, false, true);
bomb.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, 20));
bomb.Body.Velocity = new Vector3(throwDirection, 0);
bomb.Body.CollisionTypes = Values.CollisionTypes.None;
bomb.Body.Gravity = -0.1f;
bomb.Body.DragAir = 1.0f;
bomb.Body.Bounciness = 0.5f;
Map.Objects.SpawnObject(bomb);
}
}
private void InitMoving()
{
// the farther away the enemy is from the origin the more likely it becomes that he will move towards the start position
var directionToStart = _startPosition - EntityPosition.Position;
var radiusToStart = Math.Atan2(directionToStart.Y, directionToStart.X);
var maxDistance = 80.0f;
var randomDir = radiusToStart + (Math.PI - Game1.RandomNumber.Next(0, 628) / 100f) *
Math.Clamp(((maxDistance - directionToStart.Length()) / maxDistance), 0, 1);
_body.VelocityTarget = new Vector2((float)Math.Cos(randomDir), (float)Math.Sin(randomDir)) * 0.5f;
}
}
}