LADXHD/InGame/GameObjects/Enemies/EnemyRiverZora.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.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyRiverZora : GameObject
{
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private readonly BodyComponent _body;
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly Rectangle _fieldPosition;
private float _floatCount;
public EnemyRiverZora() : base("river zora") { }
public EnemyRiverZora(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY - 2 + 8, 0);
EntitySize = new Rectangle(-8, -8, 16, 16);
_fieldPosition = map.GetField(posX, posY);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/river zora");
_animator.Play("idle");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -8));
_body = new BodyComponent(EntityPosition, -6, -5, 12, 10, 8) { DragWater = 0.9f };
var stateWaiting = new AiState();
stateWaiting.Trigger.Add(new AiTriggerCountdown(4000, null, () => _aiComponent.ChangeState("positioning")));
var statePositioning = new AiState(UpdatePositioning);
var stateSpawning = new AiState() { Init = InitSpawning };
stateSpawning.Trigger.Add(new AiTriggerCountdown(2000, null, ToIdle));
var stateIdle = new AiState(UpdateIdle);
stateIdle.Trigger.Add(new AiTriggerCountdown(500, null, ToAttacking));
var stateAttacking = new AiState(UpdateAttacking);
stateAttacking.Trigger.Add(new AiTriggerCountdown(600, null, ToDespawning));
var stateDespawning = new AiState(UpdateDespawning);
stateDespawning.Trigger.Add(new AiTriggerCountdown(500, null, ToWait));
_aiComponent = new AiComponent();
_aiComponent.States.Add("waiting", stateWaiting);
_aiComponent.States.Add("positioning", statePositioning);
_aiComponent.States.Add("spawning", stateSpawning);
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("attacking", stateAttacking);
_aiComponent.States.Add("despawning", stateDespawning);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1) { HitMultiplierX = 1.5f, HitMultiplierY = 1.5f, FlameOffset = new Point(0, 2) };
ToWait();
AddComponent(BodyComponent.Index, _body);
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, _damageState.OnHit));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer) { WaterOutline = false });
}
private void ToWait()
{
_aiComponent.ChangeState("waiting");
_floatCount = 0;
_sprite.DrawOffset.Y = -8;
_sprite.IsVisible = false;
_body.IsGrounded = false;
_damageState.IsActive = false;
// splash effect
var splashAnimator = new ObjAnimator(Map, 0, 0, 0, 3, Values.LayerPlayer, "Particles/splash", "idle", true);
splashAnimator.EntityPosition.Set(new Vector2(
_body.Position.X + _body.OffsetX + _body.Width / 2f,
_body.Position.Y + _body.OffsetY + _body.Height - _body.Position.Z - 3));
Map.Objects.SpawnObject(splashAnimator);
}
private void UpdatePositioning()
{
// try to find a new position
for (var i = 0; i < 25; i++)
{
// find new position
var newPosition = new Vector2(
_fieldPosition.X + Game1.RandomNumber.Next(0, 10) * 16 + 8,
_fieldPosition.Y + Game1.RandomNumber.Next(0, 8) * 16 + 8 - 2);
var fieldState = Map.GetFieldState(newPosition);
if ((fieldState & MapStates.FieldStates.DeepWater) != 0)
{
EntityPosition.Set(newPosition);
_aiComponent.ChangeState("spawning");
return;
}
}
}
private void InitSpawning()
{
_sprite.IsVisible = true;
_animator.Play("spawn");
}
private void ToIdle()
{
_aiComponent.ChangeState("idle");
_animator.Play("idle");
_damageState.IsActive = true;
}
private void UpdateIdle()
{
UpdateOffset();
}
private void ToAttacking()
{
var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
if (distance.Length() > 90)
{
ToDespawning();
return;
}
_aiComponent.ChangeState("attacking");
_animator.Play("attack");
// spawn a fireball
Map.Objects.SpawnObject(new EnemyFireball(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 1.5f));
}
private void UpdateAttacking()
{
UpdateOffset();
}
private void ToDespawning()
{
_aiComponent.ChangeState("despawning");
_animator.Play("idle");
}
private void UpdateDespawning()
{
UpdateOffset();
}
private void UpdateOffset()
{
_floatCount += Game1.DeltaTime;
_sprite.DrawOffset.Y = -8 - (float)Math.Sin(_floatCount / 200f);
}
}
}