mirror of
https://github.com/Phantop/LADXHD.git
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233 lines
10 KiB
C#
233 lines
10 KiB
C#
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.Base;
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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.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 EnemyOctorokWinged : 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 AiDamageState _aiDamageState;
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private readonly BodyDrawComponent _bodyDrawComponent;
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private readonly AiTriggerSwitch _damageSwitch;
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private readonly Rectangle _wingRectangle = new Rectangle(160, 67, 8, 18);
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private readonly Vector2[] _shotOffset =
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{
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new Vector2(-8, -1),new Vector2(0, -6),
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new Vector2(8, -1),new Vector2(0, 11)
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};
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private readonly Rectangle _fieldRectangle;
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private float _walkSpeed = 0.5f;
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private int _direction;
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private float _flyCounter;
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public EnemyOctorokWinged() : base("winged octorok") { }
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public EnemyOctorokWinged(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 + 15, 0);
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EntitySize = new Rectangle(-8, -15 - 16, 16, 32);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/octorok");
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_fieldRectangle = map.GetField(posX, posY);
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -15));
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_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
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{
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MoveCollision = OnCollision,
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AbsorbPercentage = 0.9f,
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CollisionTypes =
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Values.CollisionTypes.Normal |
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Values.CollisionTypes.Enemy,
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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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Bounciness = 0.25f,
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Drag = 0.85f,
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Gravity = -0.04f,
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};
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var stateIdle = new AiState { Init = InitIdle };
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stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 250, 500));
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var stateWalking = new AiState { Init = InitWalking };
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stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000));
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var stateFlying = new AiState(UpdateFlying) { Init = InitFlying };
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("flying", stateFlying);
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_aiDamageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause() };
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_aiComponent.Trigger.Add(_damageSwitch = new AiTriggerSwitch(350));
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new AiFallState(_aiComponent, _body, OnHoleAbsorb);
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// random start position/state
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_direction = Game1.RandomNumber.Next(0, 4);
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_animator.Play("walk_" + _direction);
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_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "idle" : "walking");
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var damageCollider = new CBox(EntityPosition, -8, -13, 4, 16, 13, 4);
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var hittableBox = new CBox(EntityPosition, -7, -15, 0, 14, 15, 8, true);
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var pushableBox = new CBox(EntityPosition, -7, -13, 0, 14, 13, 4, true);
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_bodyDrawComponent = new BodyDrawComponent(_body, sprite, Values.LayerPlayer);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, 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(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { Height = 1.0f, Rotation = 0.1f, ShadowWidth = 10, ShadowHeight = 5 });
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}
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private void InitIdle()
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{
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_animator.Play("stand_" + _direction);
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_body.VelocityTarget = new Vector2(0, 0);
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// shoot if the player is in the range and in the right direction
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection.Length() < 80)
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{
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if (playerDirection != Vector2.Zero)
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playerDirection.Normalize();
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var direction = AnimationHelper.GetDirection(playerDirection);
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if (direction == _direction)
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{
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// shoot
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var shot = new EnemyOctorokShot(Map,
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EntityPosition.X + _shotOffset[_direction].X,
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EntityPosition.Y + _shotOffset[_direction].Y,
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AnimationHelper.DirectionOffset[_direction] * 2f);
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Map.Objects.SpawnObject(shot);
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}
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}
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}
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private void InitWalking()
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{
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// random new direction
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_direction = Game1.RandomNumber.Next(0, 4);
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_animator.Play("walk_" + _direction);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _walkSpeed;
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}
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//private void UpdateWalking()
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//{
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// _aiComponent.ChangeState("flying");
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// _body.VelocityTarget = Vector2.Zero;
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//}
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private void InitFlying()
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{
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// fly towards the player
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var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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vecDirection.Normalize();
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_body.VelocityTarget = vecDirection;
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_body.Velocity.Z = 1.25f;
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_body.AvoidTypes = Values.CollisionTypes.NPCWall;
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_body.FieldRectangle = RectangleF.Empty;
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}
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private void UpdateFlying()
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{
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_flyCounter += Game1.DeltaTime;
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// face the player
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var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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_direction = AnimationHelper.GetDirection(vecDirection);
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_animator.Play("walk_" + _direction);
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if (_body.IsGrounded && _body.Velocity.Z <= 0)
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{
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_flyCounter = 0;
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_aiComponent.ChangeState("idle");
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_damageSwitch.Reset();
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_body.AvoidTypes = Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall;
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_body.FieldRectangle = _fieldRectangle;
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}
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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// draw the wings
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spriteBatch.Draw(Resources.SprEnemies, new Vector2(EntityPosition.X - _wingRectangle.Width - 5, EntityPosition.Y - 8 - EntityPosition.Z),
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_wingRectangle, Color.White, 0, new Vector2(0, 9), Vector2.One,
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(int)_flyCounter % 132 < 66 ? SpriteEffects.FlipVertically : SpriteEffects.None, 0);
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spriteBatch.Draw(Resources.SprEnemies, new Vector2(EntityPosition.X + 5, EntityPosition.Y - 8 - EntityPosition.Z),
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_wingRectangle, Color.White, 0, new Vector2(0, 9), Vector2.One,
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((int)_flyCounter % 132 < 66 ? SpriteEffects.FlipVertically : SpriteEffects.None) | SpriteEffects.FlipHorizontally, 0);
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// draw the body
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_bodyDrawComponent.Draw(spriteBatch);
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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.Sword) != 0 && !_body.IsGrounded)
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return Values.HitCollision.None;
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// start flying over the player if the octorok is facing him
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var playerDirection = AnimationHelper.GetDirection(
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MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position);
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if (_direction != (playerDirection + 2) % 4 && _damageSwitch.State &&
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(_aiComponent.CurrentStateId == "walking" || _aiComponent.CurrentStateId == "idle") &&
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damageType != HitType.PegasusBootsSword &&
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damageType != HitType.Bow &&
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damageType != HitType.Hookshot &&
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damageType != HitType.MagicRod &&
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damageType != HitType.MagicPowder &&
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damageType != HitType.Boomerang)
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{
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_aiComponent.ChangeState("flying");
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return Values.HitCollision.None;
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}
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return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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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 * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
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return true;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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if (_aiComponent.CurrentStateId == "walking")
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_aiComponent.ChangeState("idle");
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}
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private void OnHoleAbsorb()
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{
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_animator.SpeedMultiplier = 3f;
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_animator.Play("walk_" + _direction);
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}
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}
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}
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