LADXHD/InGame/GameObjects/Enemies/EnemyPokeyPart.cs

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C#
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2023-12-14 22:21:22 +00:00
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.GameObjects.Things;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyPokeyPart : GameObject
{
private readonly AiComponent _aiComponent;
private readonly DamageFieldComponent _damageField;
private readonly BodyComponent _body;
private readonly AiDamageState _aiDamageState;
private int _collisionCount;
public EnemyPokeyPart(Map.Map map, float posX, float posY, Vector2 velocityTarget, Vector3 velocity) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(-7, -14, 14, 14);
var sprite = new CSprite(Resources.SprEnemies, EntityPosition, new Rectangle(18, 369, 14, 14), new Vector2(-7, -14));
_body = new BodyComponent(EntityPosition, -7, -14, 14, 14, 8)
{
CollisionTypes = Values.CollisionTypes.Normal,
MoveCollision = OnCollision,
Velocity = velocity,
VelocityTarget = velocityTarget,
Drag = 0.8f,
DragAir = 0.8f,
IgnoreHeight = true,
IgnoresZ = true,
};
var stateSpawning = new AiState();
stateSpawning.Trigger.Add(new AiTriggerCountdown(500, null, ToMoving));
var stateMoving = new AiState();
_aiComponent = new AiComponent();
_aiComponent.States.Add("spawning", stateSpawning);
_aiComponent.States.Add("moving", stateMoving);
_aiDamageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { IsActive = false };
_aiComponent.ChangeState("spawning");
var damageCollider = new CBox(EntityPosition, -6, -13, 0, 12, 12, 4, true);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamage = OnDamage });
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, _aiDamageState.OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 0.2f });
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new ShadowBodyDrawComponent(EntityPosition));
}
private void ToMoving()
{
_aiComponent.ChangeState("moving");
_aiDamageState.IsActive = true;
}
private bool OnDamage()
{
Despawn();
return _damageField.DamagePlayer();
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
Despawn();
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
if ((direction & Values.BodyCollision.Horizontal) != 0)
{
_body.VelocityTarget.X = -_body.VelocityTarget.X;
_body.Velocity = Vector3.Zero;
_collisionCount++;
}
else if ((direction & Values.BodyCollision.Vertical) != 0)
{
_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
_body.Velocity = Vector3.Zero;
_collisionCount++;
}
// despawn
if (_collisionCount > 2)
{
Despawn();
}
}
private void Despawn()
{
Map.Objects.DeleteObjects.Add(this);
Map.Objects.SpawnObject(new ObjAnimator(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 16, Values.LayerPlayer, "Particles/spawn", "run", true));
}
}
}