mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
168 lines
6.8 KiB
C#
168 lines
6.8 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 EnemyMaskMimic : GameObject
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{
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly AnimationComponent _animatorComponent;
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private readonly AiDamageState _aiDamageState;
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private readonly AiStunnedState _aiStunnedState;
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private readonly Rectangle _fieldRectangle;
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private Vector2 _lastPosition;
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private int _direction;
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private bool _wasColliding;
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public EnemyMaskMimic() : base("mask mimic") { }
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public EnemyMaskMimic(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(-8, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/mask mimic");
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_animator.Play("walk");
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var sprite = new CSprite(EntityPosition);
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_animatorComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
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_fieldRectangle = map.GetField(posX, posY);
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_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
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{
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Gravity = -0.075f,
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DragAir = 1.0f,
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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FieldRectangle = _fieldRectangle,
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IsSlider = true,
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MaxSlideDistance = 4.0f
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};
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_aiComponent = new AiComponent();
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var stateUpdate = new AiState(Update);
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_aiComponent.States.Add("idle", stateUpdate);
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_aiStunnedState = new AiStunnedState(_aiComponent, _animatorComponent, 3300, 900);
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new AiFallState(_aiComponent, _body, null, null, 300);
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_aiDamageState = new AiDamageState(this, _body, _aiComponent, sprite, 2);
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_aiComponent.ChangeState("idle");
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var damageBox = new CBox(EntityPosition, -7, -15, 2, 14, 15, 4);
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var hittableBox = new CBox(EntityPosition, -7, -15, 2, 14, 15, 8);
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var pushableBox = new CBox(EntityPosition, -7, -14, 2, 14, 14, 8);
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AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(BaseAnimationComponent.Index, _animatorComponent);
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AddComponent(DrawComponent.Index, 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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private void Update()
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{
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var moved = false;
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if (_fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position))
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{
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if (_wasColliding)
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{
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var direction = -MapManager.ObjLink.LastMoveVector;
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var diff = (MapManager.ObjLink.EntityPosition.Position - _lastPosition) / Game1.TimeMultiplier;
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// this will stop the enemy if the player is walking into an obstacle
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direction = new Vector2(
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Math.Min(Math.Abs(direction.X), Math.Abs(diff.X)) * Math.Sign(direction.X),
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Math.Min(Math.Abs(direction.Y), Math.Abs(diff.Y)) * Math.Sign(direction.Y));
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_body.VelocityTarget = direction * 0.75f;
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if (direction.Length() > 0.01f)
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{
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moved = true;
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// deadzone to not have a fixed point where the direction gets changed
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if (Math.Abs(direction.X) * ((_direction % 2 == 0) ? 1.1f : 1f) >
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Math.Abs(direction.Y) * ((_direction % 2 != 0) ? 1.1f : 1f))
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_direction = direction.X < 0 ? 0 : 2;
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else
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_direction = direction.Y < 0 ? 1 : 3;
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if (_animator.CurrentAnimation.Id != "walk_" + _direction)
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_animator.Play("walk_" + _direction);
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else
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_animator.Continue();
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}
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}
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_wasColliding = true;
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_lastPosition = MapManager.ObjLink.EntityPosition.Position;
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}
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else
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{
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_wasColliding = false;
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_body.VelocityTarget = Vector2.Zero;
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}
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if (!moved)
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_animator.Pause();
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
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return true;
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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 (damageType == HitType.MagicPowder)
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return Values.HitCollision.None;
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if (damageType == HitType.Bow)
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damage = 1;
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if (damageType == HitType.Hookshot || damageType == HitType.Boomerang)
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{
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_aiStunnedState.StartStun();
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_body.VelocityTarget = Vector2.Zero;
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_body.Velocity.X = direction.X * 5;
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_body.Velocity.Y = direction.Y * 5;
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return Values.HitCollision.Enemy;
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}
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// can be hit if the damage source is coming from the back
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var dir = AnimationHelper.GetDirection(direction);
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if (dir == _direction ||
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damageType == HitType.Bomb ||
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damageType == HitType.Bow ||
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damageType == HitType.MagicRod)
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{
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return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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return Values.HitCollision.RepellingParticle | Values.HitCollision.Repelling1;
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}
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}
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}
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