mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
226 lines
8.7 KiB
C#
226 lines
8.7 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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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 EnemyPincer : GameObject
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{
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private readonly CSprite _sprite;
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private readonly Animator _animator;
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private readonly AiComponent _aiComponent;
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private readonly DamageFieldComponent _damageField;
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private readonly BodyComponent _body;
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private readonly AiStunnedState _stunnedState;
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private readonly AiDamageState _damageState;
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private readonly Rectangle _tailRectangle = new Rectangle(184, 124, 8, 8);
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private readonly Vector2 _spawnPosition;
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private Vector2 _direction;
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private Vector2 _attackOffset;
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private Vector2 _retractStartPosition;
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private float _attackCounter;
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private int _dirIndex;
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public EnemyPincer() : base("pincer") { }
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public EnemyPincer(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 + 8, 0);
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EntitySize = new Rectangle(-32, -32, 64, 64);
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_spawnPosition = new Vector2(EntityPosition.X, EntityPosition.Y);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/pincer");
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_animator.Play("eyes");
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_sprite = new CSprite(EntityPosition) { IsVisible = false };
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -8));
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_body = new BodyComponent(EntityPosition, -6, -6, 12, 12, 8)
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{
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CollisionTypes = Values.CollisionTypes.None,
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Drag = 0.75f,
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IgnoreHoles = true
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};
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var stateWaiting = new AiState(UpdateWaiting);
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var stateSpawning = new AiState(null);
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stateSpawning.Trigger.Add(new AiTriggerCountdown(1000, null, ToAttack));
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var stateAttacking = new AiState(UpdateAttack);
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var stateAttackWait = new AiState(null);
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stateAttackWait.Trigger.Add(new AiTriggerCountdown(1000, null, ToRetract));
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var stateRetract = new AiState(UpdateRetract);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("waiting", stateWaiting);
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_aiComponent.States.Add("spawning", stateSpawning);
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_aiComponent.States.Add("attacking", stateAttacking);
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_aiComponent.States.Add("attackWait", stateAttackWait);
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_aiComponent.States.Add("retract", stateRetract);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 2, false) { HitMultiplierX = 1.5f, HitMultiplierY = 1.5f };
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_stunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900);
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_aiComponent.ChangeState("waiting");
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var damageBox = new CBox(EntityPosition, -5, -5, 0, 10, 10, 4);
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var hittableBox = new CBox(EntityPosition, -7, -7, 14, 14, 8);
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AddComponent(PushableComponent.Index, new PushableComponent(hittableBox, OnPush));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2) { IsActive = false });
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
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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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(_aiComponent.CurrentStateId == "attacking" ||
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_aiComponent.CurrentStateId == "attackWait" ||
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_aiComponent.CurrentStateId == "retract" ||
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_stunnedState.IsStunned()))
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{
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if (_aiComponent.CurrentStateId == "attacking")
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_aiComponent.ChangeState("attackWait");
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var mult = 1.5f;
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_body.Velocity = new Vector3(direction.X * mult, direction.Y * mult, 0);
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return true;
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}
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return false;
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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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{
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_stunnedState.StartStun();
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return Values.HitCollision.Enemy;
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}
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// can only attack while the enemy is attacking
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if (_aiComponent.CurrentStateId != "attacking" &&
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_aiComponent.CurrentStateId != "attackWait" &&
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_aiComponent.CurrentStateId != "retract" &&
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!_stunnedState.IsStunned())
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return Values.HitCollision.None;
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if (_aiComponent.CurrentStateId == "attacking")
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_aiComponent.ChangeState("attackWait");
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_damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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// make sure to not fly away like for other enemies
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if (pieceOfPower)
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_body.Drag = 0.75f;
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return Values.HitCollision.Enemy;
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}
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private void ToWaiting()
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{
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_aiComponent.ChangeState("waiting");
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_sprite.IsVisible = false;
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_damageField.IsActive = false;
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}
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private void UpdateWaiting()
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{
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_direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.Position.X, EntityPosition.Position.Y - 4);
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if (_direction.Length() < 42)
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{
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_aiComponent.ChangeState("spawning");
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EntityPosition.Set(_spawnPosition);
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_sprite.IsVisible = true;
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_animator.Play("eyes");
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}
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}
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private void ToAttack()
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{
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_damageField.IsActive = true;
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_aiComponent.ChangeState("attacking");
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GetAttackDirection();
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}
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private void UpdateAttack()
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{
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_attackCounter += (Game1.TimeMultiplier * 2) / 35.0f;
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if (_attackCounter > 1)
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_attackCounter = 1;
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_attackOffset = _direction * _attackCounter * 35.0f;
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EntityPosition.Set(_spawnPosition + _attackOffset);
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if (_attackCounter >= 1)
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_aiComponent.ChangeState("attackWait");
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}
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private void ToRetract()
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{
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_aiComponent.ChangeState("retract");
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_retractStartPosition = EntityPosition.Position - _spawnPosition;
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_attackCounter = 1;
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}
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private void UpdateRetract()
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{
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_attackCounter -= (Game1.TimeMultiplier * 1.25f) / 35.0f;
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if (_attackCounter < 0)
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_attackCounter = 0;
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_attackOffset = Vector2.Lerp(_retractStartPosition, Vector2.Zero, 1 - _attackCounter);
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EntityPosition.Set(_spawnPosition + _attackOffset);
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if (_attackCounter <= 0)
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ToWaiting();
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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// draw the body
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if (_sprite.IsVisible && _aiComponent.CurrentStateId != "spawning")
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for (var i = 0; i < 3; i++)
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{
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var position =
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_spawnPosition + (EntityPosition.Position - _spawnPosition) * (0.15f + (i / 2f) * 0.5f) - new Vector2(4, 4);
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spriteBatch.Draw(Resources.SprEnemies, position, _tailRectangle, Color.White);
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}
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// draw the head
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_sprite.Draw(spriteBatch);
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}
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private void GetAttackDirection()
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{
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_direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (_direction != Vector2.Zero)
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_direction.Normalize();
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var degree = MathHelper.ToDegrees((float)Math.Atan2(-_direction.Y, -_direction.X)) + 360;
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_dirIndex = (int)((degree + 22.5f) / 45) % 8;
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_animator.Play(_dirIndex.ToString());
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}
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}
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}
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