LADXHD/InGame/GameObjects/Enemies/EnemyRedZol.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 EnemyRedZol : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private readonly AnimationComponent _animationComponent;
private readonly EnemyGel _gel0;
private readonly EnemyGel _gel1;
private float _jumpAcceleration = 1.5f;
private bool _spawnSmallZols = true;
public EnemyRedZol() : base("red zol") { }
public EnemyRedZol(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 13, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/red zol");
_animator.Play("walk_1");
var sprite = new CSprite(EntityPosition);
_animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-6, -16));
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
{
MoveCollision = OnCollision,
// Values.CollisionTypes.Hole can not ignore holes because they need to walk into one in dungeon 4
AvoidTypes = Values.CollisionTypes.NPCWall |
Values.CollisionTypes.DeepWater,
FieldRectangle = map.GetField(posX, posY),
Gravity = -0.15f,
Bounciness = 0.25f,
Drag = 0.85f
};
var stateWaiting = new AiState { Init = InitWaiting };
stateWaiting.Trigger.Add(new AiTriggerRandomTime(EndWaiting, 200, 200));
var stateWalking = new AiState(StateWalking) { Init = InitWalking };
stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("waiting"), 132, 132));
var stateShaking = new AiState();
stateShaking.Trigger.Add(new AiTriggerCountdown(1000, TickShake, ShakeEnd));
var stateJumping = new AiState { Init = InitJumping };
_aiComponent = new AiComponent();
_aiComponent.States.Add("waiting", stateWaiting);
_aiComponent.States.Add("walking", stateWalking);
_aiComponent.States.Add("shaking", stateShaking);
_aiComponent.States.Add("jumping", stateJumping);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1)
{
OnDeath = OnDeath
};
new AiFallState(_aiComponent, _body, null, null, 100);
new AiDeepWaterState(_body);
_aiComponent.ChangeState("waiting");
var damageBox = new CBox(EntityPosition, -6, -11, 0, 12, 11, 4);
var hittableBox = new CBox(EntityPosition, -6, -11, 12, 11, 8);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(BaseAnimationComponent.Index, _animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
// spawn two gels inactive (needed for the enemy trigger)
_gel0 = new EnemyGel(Map, posX, posY) { IsActive = false };
Map.Objects.SpawnObject(_gel0);
_gel1 = new EnemyGel(Map, posX, posY) { IsActive = false };
Map.Objects.SpawnObject(_gel1);
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
// spawn small zols if the damage is not over 1
if (damage > 1)
{
((HittableComponent)Components[HittableComponent.Index]).IsActive = false;
_spawnSmallZols = false;
}
else
{
_damageState.SpawnItems = false;
_damageState.DeathAnimation = false;
}
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
}
private void InitWaiting()
{
_body.VelocityTarget = Vector2.Zero;
_animator.Play("idle");
}
private void EndWaiting()
{
var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
if (distance.Length() > 80 || !_body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle))
return;
if (Game1.RandomNumber.Next(0, 10) == 0)
_aiComponent.ChangeState("shaking");
else
_aiComponent.ChangeState("walking");
}
private void InitWalking()
{
_animator.Play("walk");
}
private void StateWalking()
{
// walk to the player
MoveToPlayer(0.4f);
}
private void TickShake(double time)
{
_animationComponent.SpriteOffset.X = -6 + (float)Math.Sin(time / 25f);
_animationComponent.UpdateSprite();
}
private void ShakeEnd()
{
_animationComponent.SpriteOffset.X = -6;
_animationComponent.UpdateSprite();
_aiComponent.ChangeState("jumping");
}
private void InitJumping()
{
_animator.Play("walk");
_body.Velocity.Z = _jumpAcceleration;
// move to the player
MoveToPlayer(1.25f);
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
return true;
}
private void OnCollision(Values.BodyCollision type)
{
// hit the floor after a jump
if ((type & Values.BodyCollision.Floor) != 0)
_aiComponent.ChangeState("waiting");
}
private void MoveToPlayer(float speed)
{
var vecDirection = new Vector2(
MapManager.ObjLink.PosX - EntityPosition.X,
MapManager.ObjLink.PosY - EntityPosition.Y);
if (vecDirection == Vector2.Zero)
return;
vecDirection.Normalize();
_body.VelocityTarget = vecDirection * speed;
}
private void OnDeath(bool pieceOfPower)
{
_damageState.BaseOnDeath(pieceOfPower);
if (!_spawnSmallZols)
{
Map.Objects.DeleteObjects.Add(_gel0);
Map.Objects.DeleteObjects.Add(_gel1);
return;
}
// positions are set so that the gels are inside of the body to not collide with stuff
_gel0.EntityPosition.Set(new Vector2(EntityPosition.X - 1.9f - Game1.RandomNumber.Next(0, 2), EntityPosition.Y - Game1.RandomNumber.Next(0, 2)));
_gel0.IsActive = true;
_gel0.InitSpawn();
_gel1.EntityPosition.Set(new Vector2(EntityPosition.X + 2.9f + Game1.RandomNumber.Next(0, 2), EntityPosition.Y - Game1.RandomNumber.Next(0, 2)));
_gel1.IsActive = true;
_gel1.InitSpawn();
}
}
}