mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
193 lines
7.7 KiB
C#
193 lines
7.7 KiB
C#
|
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.Map;
|
||
|
using ProjectZ.InGame.SaveLoad;
|
||
|
using ProjectZ.InGame.Things;
|
||
|
using ProjectZ.InGame.GameObjects.Things;
|
||
|
|
||
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
||
|
{
|
||
|
internal class EnemyBuzzBlob : GameObject
|
||
|
{
|
||
|
private readonly Animator _animator;
|
||
|
private readonly BodyComponent _body;
|
||
|
private readonly AiComponent _aiComponent;
|
||
|
private readonly AiDamageState _damageState;
|
||
|
private readonly AiStunnedState _sunnedState;
|
||
|
|
||
|
private readonly float _moveSpeed = 0.33f;
|
||
|
private const int ShockTime = 550;
|
||
|
private bool _isCukeman;
|
||
|
|
||
|
public EnemyBuzzBlob() : base("buzz blob") { }
|
||
|
|
||
|
public EnemyBuzzBlob(Map.Map map, int posX, int posY) : base(map)
|
||
|
{
|
||
|
Tags = Values.GameObjectTag.Enemy;
|
||
|
|
||
|
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
|
||
|
EntitySize = new Rectangle(-10, -16, 20, 20);
|
||
|
|
||
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/buzzblob");
|
||
|
|
||
|
var sprite = new CSprite(EntityPosition);
|
||
|
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-6, -16));
|
||
|
|
||
|
var fieldRectangle = map.GetField(posX, posY);
|
||
|
|
||
|
_body = new BodyComponent(EntityPosition, -4, -10, 8, 10, 8)
|
||
|
{
|
||
|
AvoidTypes = Values.CollisionTypes.Hole |
|
||
|
Values.CollisionTypes.NPCWall,
|
||
|
FieldRectangle = fieldRectangle
|
||
|
};
|
||
|
|
||
|
var stateWalking = new AiState() { Init = InitWalking };
|
||
|
stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1000));
|
||
|
var stateShocking = new AiState(UpdateShocking);
|
||
|
stateShocking.Trigger.Add(new AiTriggerCountdown(ShockTime, null, () => _aiComponent.ChangeState("postShock")));
|
||
|
var statePostShock = new AiState() { Init = InitPostShock };
|
||
|
statePostShock.Trigger.Add(new AiTriggerCountdown(350, null, () => _aiComponent.ChangeState("walking")));
|
||
|
|
||
|
_aiComponent = new AiComponent();
|
||
|
_aiComponent.States.Add("walking", stateWalking);
|
||
|
_aiComponent.States.Add("shocking", stateShocking);
|
||
|
_aiComponent.States.Add("postShock", statePostShock);
|
||
|
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 4, false) { OnDeath = OnDeath, OnBurn = () => _animator.Pause() };
|
||
|
_sunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900) { ShakeOffset = 1, SilentStateChange = false, ReturnState = "walking" };
|
||
|
new AiFallState(_aiComponent, _body, OnHolePull, OnHoleDeath, 400);
|
||
|
|
||
|
_aiComponent.ChangeState("walking");
|
||
|
|
||
|
var interactionBox = new CBox(EntityPosition, -10, -16, 20, 20, 8);
|
||
|
var hittableBox = new CBox(EntityPosition, -6, -14, 12, 14, 8);
|
||
|
var damageBox = new CBox(EntityPosition, -5, -12, 0, 10, 12, 4);
|
||
|
var pushableBox = new CBox(EntityPosition, -4, -11, 0, 8, 11, 4);
|
||
|
|
||
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
|
||
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
|
||
|
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
|
||
|
AddComponent(BodyComponent.Index, _body);
|
||
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
||
|
AddComponent(AiComponent.Index, _aiComponent);
|
||
|
AddComponent(InteractComponent.Index, new InteractComponent(interactionBox, OnInteract));
|
||
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
|
||
|
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
|
||
|
}
|
||
|
|
||
|
private void OnDeath(bool pieceOfPower)
|
||
|
{
|
||
|
Game1.GameManager.UseShockEffect = false;
|
||
|
|
||
|
_damageState.BaseOnDeath(pieceOfPower);
|
||
|
}
|
||
|
|
||
|
private void UpdateShocking()
|
||
|
{
|
||
|
MapManager.ObjLink.CanWalk = false;
|
||
|
}
|
||
|
|
||
|
private void InitPostShock()
|
||
|
{
|
||
|
Game1.GameManager.UseShockEffect = false;
|
||
|
}
|
||
|
|
||
|
private void InitWalking()
|
||
|
{
|
||
|
_animator.Play(_isCukeman ? "cukeman" : "walk");
|
||
|
|
||
|
// new random direction
|
||
|
var directionIndex = Game1.RandomNumber.Next(0, 8);
|
||
|
var radius = directionIndex / 4.0 * Math.PI;
|
||
|
_body.VelocityTarget = new Vector2((float)Math.Sin(radius), (float)Math.Cos(radius)) * _moveSpeed;
|
||
|
}
|
||
|
|
||
|
private void OnHolePull()
|
||
|
{
|
||
|
_animator.Play("walk");
|
||
|
_animator.SpeedMultiplier = 2.0f;
|
||
|
}
|
||
|
|
||
|
private void OnHoleDeath()
|
||
|
{
|
||
|
Game1.GameManager.UseShockEffect = false;
|
||
|
}
|
||
|
|
||
|
private bool OnInteract()
|
||
|
{
|
||
|
if (!_isCukeman)
|
||
|
return false;
|
||
|
|
||
|
Game1.GameManager.StartDialogPath("cukeman");
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
||
|
{
|
||
|
if (type == PushableComponent.PushType.Impact)
|
||
|
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z) * 2f;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
|
||
|
{
|
||
|
if (_damageState.IsInDamageState())
|
||
|
return Values.HitCollision.None;
|
||
|
|
||
|
if ((damageType & HitType.Hookshot) != 0)
|
||
|
{
|
||
|
_animator.Pause();
|
||
|
_sunnedState.StartStun();
|
||
|
|
||
|
_body.Velocity.X = direction.X * 5;
|
||
|
_body.Velocity.Y = direction.Y * 5;
|
||
|
_body.VelocityTarget = Vector2.Zero;
|
||
|
|
||
|
return Values.HitCollision.Enemy;
|
||
|
}
|
||
|
else if (damageType == HitType.MagicPowder)
|
||
|
{
|
||
|
_isCukeman = true;
|
||
|
_animator.Play("cukeman");
|
||
|
Game1.GameManager.PlaySoundEffect("D360-03-03");
|
||
|
|
||
|
// spawn explosion effect
|
||
|
ObjAnimator animator;
|
||
|
Map.Objects.SpawnObject(animator = new ObjAnimator(Map, 0, 0, Values.LayerBottom, "Particles/spawn", "run", true));
|
||
|
animator.EntityPosition.Set(new Vector2(EntityPosition.X - 8, EntityPosition.Y - 16));
|
||
|
|
||
|
return Values.HitCollision.Enemy;
|
||
|
}
|
||
|
else if (!_sunnedState.IsStunned() && ((damageType & HitType.Sword) != 0 || damageType == HitType.PegasusBootsSword))
|
||
|
{
|
||
|
StartShock();
|
||
|
|
||
|
return Values.HitCollision.Enemy;
|
||
|
}
|
||
|
|
||
|
if ((damageType & HitType.Sword) == 0 && damageType != HitType.PegasusBootsSword && damageType != HitType.SwordShot)
|
||
|
damage *= 2;
|
||
|
|
||
|
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
|
||
|
}
|
||
|
|
||
|
private void StartShock()
|
||
|
{
|
||
|
if (_aiComponent.CurrentStateId == "shocking")
|
||
|
return;
|
||
|
|
||
|
MapManager.ObjLink.ShockPlayer(ShockTime);
|
||
|
Game1.GameManager.PlaySoundEffect("D378-28-1C");
|
||
|
|
||
|
_body.VelocityTarget = Vector2.Zero;
|
||
|
_aiComponent.ChangeState("shocking");
|
||
|
_animator.Play("shock");
|
||
|
}
|
||
|
}
|
||
|
}
|