mirror of
https://github.com/Phantop/LADXHD.git
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246 lines
10 KiB
C#
246 lines
10 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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using ProjectZ.InGame.GameObjects.Dungeon;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyBonePutter : 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 AnimationComponent _animatorComponent;
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private readonly AiDamageState _damageState;
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private readonly Vector2 _roomCenter;
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private Vector2 _startPosition;
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private Vector2 _targetPosition;
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private float _flyCounter;
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private float _flyTime;
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private int _bombThrowCounter;
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private const float JumpSpeed = 0.25f;
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public EnemyBonePutter() : base("bone putter") { }
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public EnemyBonePutter(Map.Map map, int posX, int posY, bool hasWings) : 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, 16);
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EntitySize = new Rectangle(-8, -32, 16, 32);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/bone putter");
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var sprite = new CSprite(EntityPosition);
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_animatorComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
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_body = new BodyComponent(EntityPosition, -4, -8, 8, 8, 8)
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{
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MoveCollision = OnCollision,
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HoleOnPull = OnHolePull,
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IgnoresZ = true,
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Gravity = -0.075f,
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DragAir = 0.875f,
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY)
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};
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var roomRectangle = map.GetField(posX, posY);
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_roomCenter = new Vector2(roomRectangle.Center.X, roomRectangle.Center.Y + 8);
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_aiComponent = new AiComponent();
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var stateFlying = new AiState(UpdateFlying) { Init = InitFlying };
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var stateJumping = new AiState(UpdateJumping) { Init = InitJumping };
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var stateHole = new AiState();
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_aiComponent.States.Add("flying", stateFlying);
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_aiComponent.States.Add("jumping", stateJumping);
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_aiComponent.States.Add("holePull", stateHole);
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new AiFallState(_aiComponent, _body, null, null, 200);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, hasWings ? 3 : 1, false);
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_aiComponent.ChangeState(hasWings ? "flying" : "jumping");
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var hittableBox = new CBox(EntityPosition, -6, -15, 2, 12, 14, 8, true);
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var damageBox = new CBox(EntityPosition, -6, -15, 2, 12, 14, 4, true);
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var pushBox = new CBox(EntityPosition, -6, -15, 2, 12, 14, 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(AiComponent.Index, _aiComponent);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(BaseAnimationComponent.Index, _animatorComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(pushBox, OnPush));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
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}
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public bool StartJump()
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{
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return _aiComponent.CurrentStateId == "jumping" && _body.IsGrounded && EntityPosition.Z <= 0;
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}
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private void SpawnFairy()
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{
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// remove the enemy
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Map.Objects.DeleteObjects.Add(this);
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// spawn explosion effect that ends in a fairy spawning
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var animationExplosion = new ObjAnimator(Map, (int)EntityPosition.X - 8, (int)(EntityPosition.Y - EntityPosition.Z - 16), Values.LayerTop, "Particles/spawn", "run", true);
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animationExplosion.Animator.OnAnimationFinished = () =>
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{
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// remove the explosion animation
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animationExplosion.Map.Objects.DeleteObjects.Add(animationExplosion);
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// spawn fairy
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animationExplosion.Map.Objects.SpawnObject(new ObjDungeonFairy(animationExplosion.Map, (int)EntityPosition.X, (int)(EntityPosition.Y - EntityPosition.Z - 4), 0));
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};
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Map.Objects.SpawnObject(animationExplosion);
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}
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private void InitFlying()
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{
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_animator.Play("fly");
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_startPosition = EntityPosition.Position;
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_targetPosition = _startPosition;
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_flyCounter = 0;
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}
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private void UpdateFlying()
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{
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_flyCounter -= Game1.DeltaTime;
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if (_flyCounter > 0)
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{
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var lerpPercentage = 0.5f - MathF.Sin(_flyCounter / _flyTime * MathF.PI - MathF.PI / 2) * 0.5f;
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var newPosition = Vector2.Lerp(_startPosition, _targetPosition, lerpPercentage);
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EntityPosition.Set(newPosition);
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}
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else
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{
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ThrowBomb();
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EntityPosition.Set(_targetPosition);
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_startPosition = _targetPosition;
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// the target direction will be in the direction of the center if we are farther away from the center
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var centerDirection = EntityPosition.Position - _roomCenter;
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var centerDistance = centerDirection.Length();
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if (centerDirection != Vector2.Zero)
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centerDirection.Normalize();
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var centerRadian = MathF.Atan2(centerDirection.Y, centerDirection.X);
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// set a new target position
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var centerOffset = Math.Clamp((50 - centerDistance) / 25, 0, 1);
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var randomRotation = centerRadian - (MathF.PI + Game1.RandomNumber.Next(0, 628) / 100f) * centerOffset;
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var randomDistance = Game1.RandomNumber.Next(12, 20);
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_targetPosition.X = _startPosition.X - MathF.Cos(randomRotation) * randomDistance;
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_targetPosition.Y = _startPosition.Y - MathF.Sin(randomRotation) * randomDistance;
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_animatorComponent.MirroredH = _targetPosition.X > _startPosition.X;
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_animatorComponent.UpdateSprite();
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// random fly time
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_flyTime = Game1.RandomNumber.Next(600, 800);
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_flyCounter = _flyTime;
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}
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}
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private void ThrowBomb()
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{
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_bombThrowCounter--;
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if (_bombThrowCounter > 0)
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return;
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var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDistance.Length() > 64)
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return;
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_bombThrowCounter = Game1.RandomNumber.Next(2, 6);
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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 + 1, 18));
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bomb.Body.Velocity = new Vector3(0, 0, 0.25f);
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bomb.Body.Gravity = -0.1f;
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bomb.Body.Bounciness = 0.4f;
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Map.Objects.SpawnObject(bomb);
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}
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private void InitJumping()
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{
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_animator.Play("jump");
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_body.IgnoresZ = false;
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_body.IsGrounded = false;
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_body.JumpStartHeight = 0;
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}
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private void UpdateJumping()
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{
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if (_body.IsGrounded)
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Jump();
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}
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private void Jump()
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{
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// jump into a random direction
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var randomRotation = Game1.RandomNumber.Next(0, 628) / 100f;
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_body.VelocityTarget.X = -MathF.Cos(randomRotation) * JumpSpeed;
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_body.VelocityTarget.Y = -MathF.Sin(randomRotation) * JumpSpeed;
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_body.Velocity.Z = 1.5f;
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_animatorComponent.MirroredH = _body.VelocityTarget.X > 0;
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_animatorComponent.UpdateSprite();
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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if (type == HitType.Bow)
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damage = 3;
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if (_aiComponent.CurrentStateId == "flying" && (type == HitType.MagicPowder || type == HitType.Boomerang))
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{
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SpawnFairy();
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return Values.HitCollision.Enemy;
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}
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if (_aiComponent.CurrentStateId == "flying")
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_aiComponent.ChangeState("jumping");
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return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
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}
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private void OnHolePull(Vector2 direction, float percentage)
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{
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if (percentage < 0.5f)
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return;
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_aiComponent.ChangeState("holePull");
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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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return true;
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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if ((collision & Values.BodyCollision.Horizontal) != 0)
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_body.Velocity.X = -_body.Velocity.X * 0.5f;
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if ((collision & Values.BodyCollision.Vertical) != 0)
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_body.Velocity.Y = -_body.Velocity.Y * 0.5f;
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}
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}
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}
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