mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
109 lines
4.2 KiB
C#
109 lines
4.2 KiB
C#
|
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));
|
||
|
}
|
||
|
}
|
||
|
}
|