mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
237 lines
8.8 KiB
C#
237 lines
8.8 KiB
C#
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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.Components.AI;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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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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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyMadBomber : GameObject
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{
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly CSprite _sprite;
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private readonly AiDamageState _damageState;
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private readonly AiStunnedState _aiStunnedState;
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private readonly DamageFieldComponent _damageField;
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private readonly Vector2[] _holeOffsets = {
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new Vector2(0, 0), new Vector2(3, -1), new Vector2(-3, -1),
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new Vector2(0, -3), new Vector2(-2, 2), new Vector2(2, 2)
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};
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private const string _leafSaveKey = "ow_goldLeafMadBomber";
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private readonly Vector2 _spawnPosition;
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private bool _wasHit;
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public EnemyMadBomber() : base("madBomber") { }
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public EnemyMadBomber(Map.Map map, int posX, int posY) : base(map)
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{
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// abort spawn if the player already has the leaf
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if (Game1.GameManager.SaveManager.GetString(_leafSaveKey) == "1")
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{
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IsDead = true;
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return;
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}
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 15, 0);
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EntitySize = new Rectangle(-8, -15, 16, 16);
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_spawnPosition = new Vector2(posX + 8, posY + 15);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/mad bomber");
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_sprite = new CSprite(EntityPosition) { IsVisible = false };
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -15));
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var body = new BodyComponent(EntityPosition, -7, -14, 14, 14, 8)
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{
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IgnoreHoles = true
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};
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var stateCooldown = new AiState();
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stateCooldown.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("hidden"), 1000, 1500));
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var stateHidden = new AiState(UpdateHidden);
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var stateComing = new AiState(UpdateComing);
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var stateLeaving = new AiState(UpdateLeaving);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("cooldown", stateCooldown);
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_aiComponent.States.Add("hidden", stateHidden);
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_aiComponent.States.Add("coming", stateComing);
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_aiComponent.States.Add("leaving", stateLeaving);
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_aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900);
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_aiComponent.ChangeState("hidden");
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_damageState = new AiDamageState(this, body, _aiComponent, _sprite, 4, false)
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{
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IsActive = false,
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SpawnItems = false,
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HitMultiplierX = 0,
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HitMultiplierY = 0,
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OnDeath = OnDeath
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};
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var damageBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 8);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(body.BodyBox, OnHit));
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AddComponent(BodyComponent.Index, body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(body, _sprite, Values.LayerPlayer));
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}
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private void OnDeath(bool pieceofpower)
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{
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection != Vector2.Zero)
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playerDirection.Normalize();
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playerDirection *= 2.25f;
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// spawn the golden leaf jumping towards the player
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var objLeaf = new ObjItem(Map, 0, 0, null, _leafSaveKey, "goldLeaf", null);
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objLeaf.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y + 1, 1));
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objLeaf.SetVelocity(new Vector3(playerDirection.X, playerDirection.Y, 1.5f));
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objLeaf.Collectable = false;
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Map.Objects.SpawnObject(objLeaf);
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_damageState.BaseOnDeath(pieceofpower);
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}
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private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if (_damageState.IsInDamageState())
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return Values.HitCollision.None;
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if (_aiComponent.CurrentStateId == "coming")
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_wasHit = true;
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// stun state
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if (damageType == HitType.Hookshot)
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{
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_damageState.SetDamageState(false);
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_aiStunnedState.StartStun();
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_animator.Pause();
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return Values.HitCollision.Enemy;
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}
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if (damageType == HitType.Bow || damageType == HitType.MagicRod)
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damage = 1;
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if (damageType == HitType.MagicPowder || damageType == HitType.Boomerang)
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damage = 0;
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var hitReturn = _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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// make sure to not disapear while moving out of the hole with piece of power active
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if (_damageState.CurrentLives <= 0)
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{
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_animator.Pause();
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_damageState.HasDamageState = true;
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}
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return hitReturn;
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}
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private void ToCooldown()
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{
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_aiComponent.ChangeState("cooldown");
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_sprite.IsVisible = false;
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}
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private void UpdateHidden()
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{
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// only spawn if the player is close enough
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - new Vector2(_spawnPosition.X, _spawnPosition.Y - 15);
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if (playerDirection.Length() < 64)
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ToComing();
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}
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private void ToComing()
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{
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// find a hole to come out
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var tryCounter = 0;
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while (tryCounter < 10)
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{
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tryCounter++;
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var randomNum = Game1.RandomNumber.Next(0, _holeOffsets.Length);
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var holePosition = _spawnPosition + _holeOffsets[randomNum] * 16;
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// check the distance to not spawn next to the player
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var direction = MapManager.ObjLink.EntityPosition.Position - holePosition;
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if (direction.Length() > 48)
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{
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_aiComponent.ChangeState("coming");
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EntityPosition.Set(holePosition);
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var playerOnTheRight = EntityPosition.X < MapManager.ObjLink.EntityPosition.X;
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_animator.Play(playerOnTheRight ? "come_1" : "come_0");
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_sprite.IsVisible = true;
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_damageState.IsActive = true;
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_damageField.IsActive = true;
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_wasHit = false;
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return;
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}
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}
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}
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private void UpdateComing()
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{
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// finished the enter animation
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if (!_animator.IsPlaying)
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{
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if (!_wasHit)
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ThrowBomb();
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ToLeaving();
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}
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}
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private void ToLeaving()
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{
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_aiComponent.ChangeState("leaving");
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_animator.Play("leave");
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_damageState.IsActive = false;
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_damageField.IsActive = false;
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}
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private void ThrowBomb()
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{
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var throwDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (throwDirection != Vector2.Zero)
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throwDirection.Normalize();
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throwDirection *= 0.8f;
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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, 6));
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bomb.Body.Velocity = new Vector3(throwDirection.X, throwDirection.Y, 1.5f);
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bomb.Body.Gravity = -0.1f;
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bomb.Body.DragAir = 1.0f;
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bomb.Body.Bounciness = 0.25f;
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Map.Objects.SpawnObject(bomb);
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Game1.GameManager.PlaySoundEffect("D360-08-08");
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}
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private void UpdateLeaving()
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{
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if (!_animator.IsPlaying)
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ToCooldown();
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}
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}
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}
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