LADXHD/InGame/GameObjects/Enemies/EnemyPiranhaPlant.cs

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C#
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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 EnemyPiranhaPlant : GameObject
{
private readonly CSprite _sprite;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _aiDamageState;
private readonly Animator _animator;
private readonly DamageFieldComponent _damageField;
private readonly CPosition _headPosition;
private readonly CBox _headBox;
public EnemyPiranhaPlant() : base("piranha plant") { }
public EnemyPiranhaPlant(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, -32, 16, 32);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/piranha plant");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -6, -11, 12, 11, 8);
var stateHidden = new AiState();
stateHidden.Trigger.Add(new AiTriggerCountdown(2500, null, ToIdle));
var stateIdle = new AiState(UpdateIdle);
_aiComponent = new AiComponent();
_aiComponent.States.Add("hidden", stateHidden);
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.ChangeState("hidden");
_headPosition = new CPosition(posX + 8, posY, 0);
_headBox = new CBox(_headPosition, -7, 0, 14, 14, 8);
_aiDamageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1)
{
MoveBody = false,
OnBurn = () => _animator.Pause()
};
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(_headBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(_headBox, _aiDamageState.OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerBottom));
Deactivate();
}
private void ToIdle()
{
// check if the player is standing next to the plant -> stay hidden
var distance = EntityPosition.Position.X - MapManager.ObjLink.EntityPosition.Position.X;
if (Math.Abs(distance) < 16)
{
_aiComponent.ChangeState("hidden");
return;
}
_animator.Play("spawn");
_aiComponent.ChangeState("idle");
Activate();
}
private void UpdateIdle()
{
// update the head position
_headPosition.Set(new Vector2(_headPosition.X, _sprite.Position.Y + _sprite.DrawOffset.Y));
_aiDamageState.ExplosionOffsetY = (int)(_headPosition.Y - EntityPosition.Y) + 16;
_aiDamageState.FlameOffset.Y = _aiDamageState.ExplosionOffsetY;
if (!_animator.IsPlaying)
{
_aiComponent.ChangeState("hidden");
Deactivate();
}
}
private void Activate()
{
_sprite.IsVisible = true;
_damageField.IsActive = true;
_aiDamageState.IsActive = true;
}
private void Deactivate()
{
_sprite.IsVisible = false;
_damageField.IsActive = false;
_aiDamageState.IsActive = false;
}
}
}