mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
213 lines
7.9 KiB
C#
213 lines
7.9 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.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 EnemyGel : GameObject
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{
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private readonly Animator _animator;
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private readonly AiComponent _ai;
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private readonly BodyComponent _body;
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private readonly AnimationComponent _animatorComponent;
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private readonly BodyDrawComponent _bodyDrawComponent;
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private readonly CSprite _sprite;
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private readonly AiTriggerSwitch _grabCooldown;
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private int _grabX;
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private int _grabY;
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private int _dir;
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private int _timerOffset;
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public EnemyGel() : base("gel") { }
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public EnemyGel(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, 0);
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EntitySize = new Rectangle(-4, -12, 7, 17);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/gel");
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_animator.Play("0");
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_sprite = new CSprite(EntityPosition);
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_animatorComponent = new AnimationComponent(_animator, _sprite, new Vector2(-4, -7));
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_timerOffset = Game1.RandomNumber.Next(0, 1000);
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var fieldRectangle = map.GetField(posX, posY);
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_body = new BodyComponent(EntityPosition, -4, -7, 7, 7, 8)
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{
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Gravity = -0.2f,
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AvoidTypes = Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = fieldRectangle
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};
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_grabX = Game1.RandomNumber.Next(90, 110);
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_grabY = Game1.RandomNumber.Next(25, 40);
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_ai = new AiComponent();
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var stateIdle = new AiState(UpdateIdle);
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stateIdle.Trigger.Add(new AiTriggerCountdown(200, null, EndIdle));
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var stateWalking = new AiState(UpdateWalking);
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stateWalking.Trigger.Add(new AiTriggerRandomTime(EndWalking, 100, 150));
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var stateShaking = new AiState(UpdateShaking);
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stateShaking.Trigger.Add(new AiTriggerCountdown(1000, null, EndShaking));
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var stateJumping = new AiState(UpdateJumping);
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var stateGrabbing = new AiState(UpdateGrabbing);
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stateGrabbing.Trigger.Add(new AiTriggerRandomTime(EndGrabbing, 1500, 2500));
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var stateGrabbingRelease = new AiState(UpdateJumping);
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_ai.States.Add("idle", stateIdle);
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_ai.States.Add("walking", stateWalking);
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_ai.States.Add("shaking", stateShaking);
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_ai.States.Add("jumping", stateJumping);
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_ai.States.Add("grabbing", stateGrabbing);
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_ai.States.Add("grabbingRelease", stateGrabbingRelease);
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new AiFallState(_ai, _body, null, null, 100);
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new AiDeepWaterState(_body);
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var damageState = new AiDamageState(this, _body, _ai, _sprite, 1);
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_ai.Trigger.Add(_grabCooldown = new AiTriggerSwitch(2000));
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_ai.ChangeState("idle");
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, damageState.OnHit));
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AddComponent(ObjectCollisionComponent.Index, new ObjectCollisionComponent(new CRectangle(EntityPosition, new Rectangle(-4, -7, 7, 12)), OnPlayerCollision));
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AddComponent(AiComponent.Index, _ai);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(BaseAnimationComponent.Index, _animatorComponent);
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AddComponent(DrawComponent.Index, _bodyDrawComponent = 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 void InitSpawn()
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{
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_body.Velocity.Z = 2;
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}
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private void UpdateIdle()
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{
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play(_dir.ToString());
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}
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private void EndIdle()
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{
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// only start walking if the player is in the range of the enemy
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var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDistance.Length() > 50)
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{
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_ai.ChangeState("idle");
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return;
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}
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_ai.ChangeState("walking");
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}
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private void UpdateWalking()
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{
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var vecDirection = new Vector2(
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MapManager.ObjLink.PosX - EntityPosition.X,
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MapManager.ObjLink.PosY - EntityPosition.Y);
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if (vecDirection != Vector2.Zero)
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vecDirection.Normalize();
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_dir = vecDirection.X < 0 ? -1 : 1;
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_animator.Play((-_dir).ToString());
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_body.VelocityTarget = vecDirection * 0.5f;
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}
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private void EndWalking()
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{
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// start shaking
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if (Game1.RandomNumber.Next(0, 10) == 0)
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_ai.ChangeState("shaking");
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else
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_ai.ChangeState("idle");
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}
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private void UpdateShaking()
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{
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_body.VelocityTarget = Vector2.Zero;
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_animatorComponent.SpriteOffset.X = -4 + (float)Math.Sin((Game1.TotalGameTime + _timerOffset) / 25f);
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_animatorComponent.UpdateSprite();
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}
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private void EndShaking()
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{
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// start jumping
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_ai.ChangeState("jumping");
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_animatorComponent.SpriteOffset.X = -4;
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var vecDirection = new Vector2(
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MapManager.ObjLink.PosX - EntityPosition.X,
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MapManager.ObjLink.PosY - EntityPosition.Y);
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if (vecDirection != Vector2.Zero)
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vecDirection.Normalize();
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_body.VelocityTarget = vecDirection * 1.25f;
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_body.Velocity.Z = 1.25f;
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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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{
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_body.VelocityTarget = Vector2.Zero;
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_ai.ChangeState("idle");
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}
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}
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private void UpdateGrabbing()
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{
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EntityPosition.Set(MapManager.ObjLink.EntityPosition);
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MapManager.ObjLink.SlowDown(0.5f);
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MapManager.ObjLink.DisableItems = true;
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_bodyDrawComponent.Layer = Values.LayerTop;
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_animator.Play(_dir.ToString());
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_animatorComponent.SpriteOffset.X = -4 + (float)Math.Sin((Game1.TotalGameTime + _timerOffset) / _grabX) * 3.5f;
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_animatorComponent.SpriteOffset.Y = -7 - 2 + (float)Math.Sin((Game1.TotalGameTime + _timerOffset) / _grabY) * 1.5f;
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_animatorComponent.UpdateSprite();
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}
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private void EndGrabbing()
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{
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var angle = Game1.RandomNumber.Next(-100, 100) / 200f * (float)Math.PI;
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var vecDirection = new Vector2((float)Math.Sin(angle), -(float)Math.Cos(angle));
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_body.VelocityTarget = vecDirection;
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_body.Velocity.Z = 1.5f;
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_animatorComponent.SpriteOffset.X = -4;
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_animatorComponent.SpriteOffset.Y = -7;
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_bodyDrawComponent.Layer = Values.LayerPlayer;
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_ai.ChangeState("grabbingRelease");
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_grabCooldown.Reset();
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}
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private void OnPlayerCollision(GameObject gameObject)
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{
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if (_grabCooldown.State &&
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_ai.CurrentStateId != "grabbing" &&
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_ai.CurrentStateId != "grabbingRelease" &&
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_ai.CurrentStateId != "burning")
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_ai.ChangeState("grabbing");
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}
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}
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}
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