LADXHD/InGame/GameObjects/Enemies/EnemyGel.cs

213 lines
7.9 KiB
C#
Raw Normal View History

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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyGel : GameObject
{
private readonly Animator _animator;
private readonly AiComponent _ai;
private readonly BodyComponent _body;
private readonly AnimationComponent _animatorComponent;
private readonly BodyDrawComponent _bodyDrawComponent;
private readonly CSprite _sprite;
private readonly AiTriggerSwitch _grabCooldown;
private int _grabX;
private int _grabY;
private int _dir;
private int _timerOffset;
public EnemyGel() : base("gel") { }
public EnemyGel(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-4, -12, 7, 17);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/gel");
_animator.Play("0");
_sprite = new CSprite(EntityPosition);
_animatorComponent = new AnimationComponent(_animator, _sprite, new Vector2(-4, -7));
_timerOffset = Game1.RandomNumber.Next(0, 1000);
var fieldRectangle = map.GetField(posX, posY);
_body = new BodyComponent(EntityPosition, -4, -7, 7, 7, 8)
{
Gravity = -0.2f,
AvoidTypes = Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
FieldRectangle = fieldRectangle
};
_grabX = Game1.RandomNumber.Next(90, 110);
_grabY = Game1.RandomNumber.Next(25, 40);
_ai = new AiComponent();
var stateIdle = new AiState(UpdateIdle);
stateIdle.Trigger.Add(new AiTriggerCountdown(200, null, EndIdle));
var stateWalking = new AiState(UpdateWalking);
stateWalking.Trigger.Add(new AiTriggerRandomTime(EndWalking, 100, 150));
var stateShaking = new AiState(UpdateShaking);
stateShaking.Trigger.Add(new AiTriggerCountdown(1000, null, EndShaking));
var stateJumping = new AiState(UpdateJumping);
var stateGrabbing = new AiState(UpdateGrabbing);
stateGrabbing.Trigger.Add(new AiTriggerRandomTime(EndGrabbing, 1500, 2500));
var stateGrabbingRelease = new AiState(UpdateJumping);
_ai.States.Add("idle", stateIdle);
_ai.States.Add("walking", stateWalking);
_ai.States.Add("shaking", stateShaking);
_ai.States.Add("jumping", stateJumping);
_ai.States.Add("grabbing", stateGrabbing);
_ai.States.Add("grabbingRelease", stateGrabbingRelease);
new AiFallState(_ai, _body, null, null, 100);
new AiDeepWaterState(_body);
var damageState = new AiDamageState(this, _body, _ai, _sprite, 1);
_ai.Trigger.Add(_grabCooldown = new AiTriggerSwitch(2000));
_ai.ChangeState("idle");
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, damageState.OnHit));
AddComponent(ObjectCollisionComponent.Index, new ObjectCollisionComponent(new CRectangle(EntityPosition, new Rectangle(-4, -7, 7, 12)), OnPlayerCollision));
AddComponent(AiComponent.Index, _ai);
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, _animatorComponent);
AddComponent(DrawComponent.Index, _bodyDrawComponent = new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite));
}
public void InitSpawn()
{
_body.Velocity.Z = 2;
}
private void UpdateIdle()
{
_body.VelocityTarget = Vector2.Zero;
_animator.Play(_dir.ToString());
}
private void EndIdle()
{
// only start walking if the player is in the range of the enemy
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDistance.Length() > 50)
{
_ai.ChangeState("idle");
return;
}
_ai.ChangeState("walking");
}
private void UpdateWalking()
{
var vecDirection = new Vector2(
MapManager.ObjLink.PosX - EntityPosition.X,
MapManager.ObjLink.PosY - EntityPosition.Y);
if (vecDirection != Vector2.Zero)
vecDirection.Normalize();
_dir = vecDirection.X < 0 ? -1 : 1;
_animator.Play((-_dir).ToString());
_body.VelocityTarget = vecDirection * 0.5f;
}
private void EndWalking()
{
// start shaking
if (Game1.RandomNumber.Next(0, 10) == 0)
_ai.ChangeState("shaking");
else
_ai.ChangeState("idle");
}
private void UpdateShaking()
{
_body.VelocityTarget = Vector2.Zero;
_animatorComponent.SpriteOffset.X = -4 + (float)Math.Sin((Game1.TotalGameTime + _timerOffset) / 25f);
_animatorComponent.UpdateSprite();
}
private void EndShaking()
{
// start jumping
_ai.ChangeState("jumping");
_animatorComponent.SpriteOffset.X = -4;
var vecDirection = new Vector2(
MapManager.ObjLink.PosX - EntityPosition.X,
MapManager.ObjLink.PosY - EntityPosition.Y);
if (vecDirection != Vector2.Zero)
vecDirection.Normalize();
_body.VelocityTarget = vecDirection * 1.25f;
_body.Velocity.Z = 1.25f;
}
private void UpdateJumping()
{
if (_body.IsGrounded)
{
_body.VelocityTarget = Vector2.Zero;
_ai.ChangeState("idle");
}
}
private void UpdateGrabbing()
{
EntityPosition.Set(MapManager.ObjLink.EntityPosition);
MapManager.ObjLink.SlowDown(0.5f);
MapManager.ObjLink.DisableItems = true;
_bodyDrawComponent.Layer = Values.LayerTop;
_animator.Play(_dir.ToString());
_animatorComponent.SpriteOffset.X = -4 + (float)Math.Sin((Game1.TotalGameTime + _timerOffset) / _grabX) * 3.5f;
_animatorComponent.SpriteOffset.Y = -7 - 2 + (float)Math.Sin((Game1.TotalGameTime + _timerOffset) / _grabY) * 1.5f;
_animatorComponent.UpdateSprite();
}
private void EndGrabbing()
{
var angle = Game1.RandomNumber.Next(-100, 100) / 200f * (float)Math.PI;
var vecDirection = new Vector2((float)Math.Sin(angle), -(float)Math.Cos(angle));
_body.VelocityTarget = vecDirection;
_body.Velocity.Z = 1.5f;
_animatorComponent.SpriteOffset.X = -4;
_animatorComponent.SpriteOffset.Y = -7;
_bodyDrawComponent.Layer = Values.LayerPlayer;
_ai.ChangeState("grabbingRelease");
_grabCooldown.Reset();
}
private void OnPlayerCollision(GameObject gameObject)
{
if (_grabCooldown.State &&
_ai.CurrentStateId != "grabbing" &&
_ai.CurrentStateId != "grabbingRelease" &&
_ai.CurrentStateId != "burning")
_ai.ChangeState("grabbing");
}
}
}