mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
154 lines
6 KiB
C#
154 lines
6 KiB
C#
|
using System;
|
||
|
using Microsoft.Xna.Framework;
|
||
|
using ProjectZ.Base;
|
||
|
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 EnemyRaven : GameObject
|
||
|
{
|
||
|
private readonly BodyComponent _body;
|
||
|
private readonly AiComponent _aiComponent;
|
||
|
private readonly Animator _animator;
|
||
|
private readonly AiDamageState _damageState;
|
||
|
private readonly AiTriggerTimer _followTimer;
|
||
|
|
||
|
private readonly Box _activationBox;
|
||
|
|
||
|
private double _dirRadius;
|
||
|
private int _dirIndex;
|
||
|
|
||
|
public EnemyRaven() : base("raven") { }
|
||
|
|
||
|
public EnemyRaven(Map.Map map, int posX, int posY) : base(map)
|
||
|
{
|
||
|
Tags = Values.GameObjectTag.Enemy;
|
||
|
|
||
|
EntityPosition = new CPosition(posX + 8, posY + 12, 0);
|
||
|
EntitySize = new Rectangle(-8, -32, 16, 32);
|
||
|
|
||
|
_activationBox = new Box(posX + 8 - 20, posY - 32, 0, 40, 90, 16);
|
||
|
|
||
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/raven");
|
||
|
|
||
|
var sprite = new CSprite(EntityPosition);
|
||
|
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -16));
|
||
|
|
||
|
_body = new BodyComponent(EntityPosition, -6, -14, 12, 14, 8)
|
||
|
{
|
||
|
CollisionTypes = Values.CollisionTypes.None,
|
||
|
IgnoreHoles = true,
|
||
|
IgnoresZ = true
|
||
|
};
|
||
|
|
||
|
var stateWaiting = new AiState(UpdateWaiting);
|
||
|
var stateStart = new AiState(UpdateStart);
|
||
|
var stateFlying = new AiState(UpdateFlying);
|
||
|
stateFlying.Trigger.Add(_followTimer = new AiTriggerTimer(1000));
|
||
|
|
||
|
_aiComponent = new AiComponent();
|
||
|
_aiComponent.States.Add("waiting", stateWaiting);
|
||
|
_aiComponent.States.Add("start", stateStart);
|
||
|
_aiComponent.States.Add("flying", stateFlying);
|
||
|
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2, true, false);
|
||
|
|
||
|
_aiComponent.ChangeState("waiting");
|
||
|
|
||
|
// the player can jump over the enemy...
|
||
|
var damageCollider = new CBox(EntityPosition, -6, -14, 0, 12, 14, 8, true);
|
||
|
|
||
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
|
||
|
AddComponent(HittableComponent.Index, new HittableComponent(damageCollider, OnHit));
|
||
|
AddComponent(PushableComponent.Index, new PushableComponent(damageCollider, OnPush));
|
||
|
AddComponent(BodyComponent.Index, _body);
|
||
|
AddComponent(AiComponent.Index, _aiComponent);
|
||
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
||
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerTop));
|
||
|
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
|
||
|
}
|
||
|
|
||
|
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
|
||
|
{
|
||
|
if (damageType == HitType.MagicPowder)
|
||
|
return Values.HitCollision.None;
|
||
|
|
||
|
if (damageType == HitType.Bow || damageType == HitType.MagicRod)
|
||
|
damage /= 2;
|
||
|
|
||
|
// start attacking?
|
||
|
if (_aiComponent.CurrentStateId == "waiting" && (damageType == HitType.Bomb || damageType == HitType.ThrownObject))
|
||
|
{
|
||
|
_aiComponent.ChangeState("start");
|
||
|
|
||
|
return Values.HitCollision.None;
|
||
|
}
|
||
|
|
||
|
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
|
||
|
}
|
||
|
|
||
|
private void UpdateWaiting()
|
||
|
{
|
||
|
_dirIndex = MapManager.ObjLink.PosX < EntityPosition.X ? 0 : 1;
|
||
|
|
||
|
_animator.Play("idle_" + _dirIndex);
|
||
|
|
||
|
// activate the crow
|
||
|
if (MapManager.ObjLink._body.BodyBox.Box.Intersects(_activationBox))
|
||
|
{
|
||
|
_aiComponent.ChangeState("start");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void UpdateStart()
|
||
|
{
|
||
|
_animator.Play("fly_" + _dirIndex);
|
||
|
|
||
|
EntityPosition.Set(new Vector3(
|
||
|
EntityPosition.X,
|
||
|
EntityPosition.Y,
|
||
|
EntityPosition.Z + 0.5f * Game1.TimeMultiplier));
|
||
|
|
||
|
if (EntityPosition.Z >= 15)
|
||
|
{
|
||
|
EntityPosition.Z = 15;
|
||
|
_aiComponent.ChangeState("flying");
|
||
|
_dirRadius = Math.Atan2(MapManager.ObjLink.PosY - EntityPosition.Y, MapManager.ObjLink.PosX - EntityPosition.X);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void UpdateFlying()
|
||
|
{
|
||
|
var direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - EntityPosition.Z);
|
||
|
var directionRadius = Math.Atan2(direction.Y, direction.X);
|
||
|
|
||
|
if (direction.Length() < 80)
|
||
|
{
|
||
|
var followSpeed = 0.02f;
|
||
|
if (directionRadius < _dirRadius - followSpeed || _followTimer.State)
|
||
|
_dirRadius -= followSpeed * Game1.TimeMultiplier;
|
||
|
else if (directionRadius > _dirRadius + followSpeed)
|
||
|
_dirRadius += followSpeed * Game1.TimeMultiplier;
|
||
|
}
|
||
|
|
||
|
var velocity = new Vector2((float)Math.Cos(_dirRadius), (float)Math.Sin(_dirRadius));
|
||
|
_body.VelocityTarget = velocity * 1.25f;
|
||
|
|
||
|
_dirIndex = velocity.X < 0 ? 0 : 1;
|
||
|
_animator.Play("fly_" + _dirIndex);
|
||
|
}
|
||
|
|
||
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
||
|
{
|
||
|
if (type == PushableComponent.PushType.Impact)
|
||
|
_body.Velocity = new Vector3(direction * 1.75f, _body.Velocity.Z);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|