LADXHD/InGame/GameObjects/Enemies/EnemyHardhatBeetle.cs

200 lines
7.7 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 EnemyHardhatBeetle : GameObject
{
private readonly BodyComponent _body;
private readonly AiStunnedState _stunnedState;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private Vector2 _vecDirection;
private float _maxSpeed;
private float _acceleration;
private float _currentSpeed;
private bool _isFollowing;
private bool _wasFollowing;
public EnemyHardhatBeetle() : base("hardHatBeetle") { }
public EnemyHardhatBeetle(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/hardhat beetle");
_animator.Play("walk");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
var fieldRectangle = map.GetField(posX, posY);
_body = new BodyComponent(EntityPosition, -6, -10, 12, 9, 8)
{
MoveCollision = OnCollision,
Drag = 0.875f,
AvoidTypes = Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall |
Values.CollisionTypes.DeepWater,
FieldRectangle = fieldRectangle
};
var aiComponent = new AiComponent();
var stateInit = new AiState();
stateInit.Trigger.Add(new AiTriggerCountdown(350, null, () => aiComponent.ChangeState("moving")));
var stateMoving = new AiState(UpdateMoving) { Init = InitMoving };
aiComponent.States.Add("init", stateInit);
aiComponent.States.Add("moving", stateMoving);
_stunnedState = new AiStunnedState(aiComponent, animationComponent, 3300, 900) { SilentStateChange = false };
_damageState = new AiDamageState(this, _body, aiComponent, sprite, 1);
new AiDeepWaterState(_body);
new AiFallState(aiComponent, _body, OnHoleAbsorb, null);
aiComponent.ChangeState("init");
// randomize speed and acceleration
_maxSpeed = Game1.RandomNumber.Next(30, 60) / 100f;
_acceleration = Game1.RandomNumber.Next(30, 60) / 2000f;
var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4);
var hittableRectangle = new CBox(EntityPosition, -8, -14, 16, 14, 8);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 4));
AddComponent(HittableComponent.Index, new HittableComponent(hittableRectangle, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 1.25f });
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(AiComponent.Index, aiComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void InitMoving()
{
_animator.Play("walk");
}
private void UpdateMoving()
{
// accelerate
_currentSpeed += (float)Math.Pow(_acceleration, Game1.TimeMultiplier);
if (_currentSpeed > _maxSpeed)
_currentSpeed = _maxSpeed;
if (_vecDirection != Vector2.Zero)
{
var oldPercentage = (float)Math.Pow(0.9f, Game1.TimeMultiplier);
var newDirection = _body.VelocityTarget * oldPercentage +
_vecDirection * (1 - oldPercentage);
newDirection.Normalize();
_body.VelocityTarget = newDirection * _maxSpeed;
}
else
_body.VelocityTarget = Vector2.Zero;
_isFollowing = _body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle);
if (_isFollowing)
{
_vecDirection = new Vector2(
MapManager.ObjLink.EntityPosition.X - EntityPosition.X,
MapManager.ObjLink.EntityPosition.Y - EntityPosition.Y);
if (_vecDirection != Vector2.Zero)
_vecDirection.Normalize();
}
_wasFollowing = _isFollowing;
_isFollowing = false;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, _body.Velocity.Z);
return true;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_damageState.IsInDamageState())
return Values.HitCollision.None;
_damageState.SetDamageState(false);
if (damageType == HitType.Boomerang || damageType == HitType.Hookshot)
{
_body.VelocityTarget = Vector2.Zero;
_animator.Play("stunned");
_stunnedState.StartStun();
}
_body.Velocity.X = direction.X * 3.0f;
_body.Velocity.Y = direction.Y * 3.0f;
Game1.GameManager.PlaySoundEffect("D360-09-09");
return Values.HitCollision.Enemy;
}
private void OnCollision(Values.BodyCollision direction)
{
// this is used so that the speed is not lost while sliding on a wall
// not sure if this could be done better
if (_wasFollowing)
{
if ((direction & Values.BodyCollision.Horizontal) != 0)
{
var ratio = Math.Abs(_vecDirection.X) / Math.Abs(_vecDirection.Y);
if (1 < ratio && ratio < 25)
{
_vecDirection.X = 0;
_vecDirection.Y *= ratio;
}
}
else if ((direction & Values.BodyCollision.Vertical) != 0)
{
var ratio = Math.Abs(_vecDirection.Y) / Math.Abs(_vecDirection.X);
if (1 < ratio && ratio < 25)
{
_vecDirection.X *= ratio;
_vecDirection.Y = 0;
}
}
return;
}
_body.VelocityTarget = Vector2.Zero;
// collide with a wall
if ((direction & Values.BodyCollision.Horizontal) != 0)
_vecDirection.X = -_vecDirection.X;
else if ((direction & Values.BodyCollision.Vertical) != 0)
_vecDirection.Y = -_vecDirection.Y;
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 2.0f;
_animator.Play("walk");
}
}
}