mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
172 lines
6.3 KiB
C#
172 lines
6.3 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.GameObjects.Things;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyRiverZora : GameObject
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{
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _damageState;
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private readonly BodyComponent _body;
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private readonly Animator _animator;
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private readonly CSprite _sprite;
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private readonly Rectangle _fieldPosition;
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private float _floatCount;
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public EnemyRiverZora() : base("river zora") { }
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public EnemyRiverZora(Map.Map map, int posX, int posY) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY - 2 + 8, 0);
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EntitySize = new Rectangle(-8, -8, 16, 16);
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_fieldPosition = map.GetField(posX, posY);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/river zora");
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_animator.Play("idle");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -8));
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_body = new BodyComponent(EntityPosition, -6, -5, 12, 10, 8) { DragWater = 0.9f };
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var stateWaiting = new AiState();
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stateWaiting.Trigger.Add(new AiTriggerCountdown(4000, null, () => _aiComponent.ChangeState("positioning")));
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var statePositioning = new AiState(UpdatePositioning);
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var stateSpawning = new AiState() { Init = InitSpawning };
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stateSpawning.Trigger.Add(new AiTriggerCountdown(2000, null, ToIdle));
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var stateIdle = new AiState(UpdateIdle);
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stateIdle.Trigger.Add(new AiTriggerCountdown(500, null, ToAttacking));
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var stateAttacking = new AiState(UpdateAttacking);
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stateAttacking.Trigger.Add(new AiTriggerCountdown(600, null, ToDespawning));
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var stateDespawning = new AiState(UpdateDespawning);
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stateDespawning.Trigger.Add(new AiTriggerCountdown(500, null, ToWait));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("waiting", stateWaiting);
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_aiComponent.States.Add("positioning", statePositioning);
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_aiComponent.States.Add("spawning", stateSpawning);
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("attacking", stateAttacking);
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_aiComponent.States.Add("despawning", stateDespawning);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1) { HitMultiplierX = 1.5f, HitMultiplierY = 1.5f, FlameOffset = new Point(0, 2) };
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ToWait();
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AddComponent(BodyComponent.Index, _body);
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, _damageState.OnHit));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer) { WaterOutline = false });
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}
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private void ToWait()
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{
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_aiComponent.ChangeState("waiting");
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_floatCount = 0;
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_sprite.DrawOffset.Y = -8;
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_sprite.IsVisible = false;
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_body.IsGrounded = false;
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_damageState.IsActive = false;
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// splash effect
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var splashAnimator = new ObjAnimator(Map, 0, 0, 0, 3, Values.LayerPlayer, "Particles/splash", "idle", true);
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splashAnimator.EntityPosition.Set(new Vector2(
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_body.Position.X + _body.OffsetX + _body.Width / 2f,
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_body.Position.Y + _body.OffsetY + _body.Height - _body.Position.Z - 3));
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Map.Objects.SpawnObject(splashAnimator);
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}
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private void UpdatePositioning()
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{
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// try to find a new position
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for (var i = 0; i < 25; i++)
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{
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// find new position
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var newPosition = new Vector2(
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_fieldPosition.X + Game1.RandomNumber.Next(0, 10) * 16 + 8,
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_fieldPosition.Y + Game1.RandomNumber.Next(0, 8) * 16 + 8 - 2);
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var fieldState = Map.GetFieldState(newPosition);
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if ((fieldState & MapStates.FieldStates.DeepWater) != 0)
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{
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EntityPosition.Set(newPosition);
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_aiComponent.ChangeState("spawning");
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return;
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}
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}
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}
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private void InitSpawning()
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{
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_sprite.IsVisible = true;
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_animator.Play("spawn");
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}
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private void ToIdle()
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{
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_aiComponent.ChangeState("idle");
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_animator.Play("idle");
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_damageState.IsActive = true;
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}
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private void UpdateIdle()
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{
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UpdateOffset();
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}
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private void ToAttacking()
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{
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var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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if (distance.Length() > 90)
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{
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ToDespawning();
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return;
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}
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_aiComponent.ChangeState("attacking");
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_animator.Play("attack");
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// spawn a fireball
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Map.Objects.SpawnObject(new EnemyFireball(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 1.5f));
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}
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private void UpdateAttacking()
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{
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UpdateOffset();
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}
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private void ToDespawning()
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{
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_aiComponent.ChangeState("despawning");
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_animator.Play("idle");
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}
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private void UpdateDespawning()
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{
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UpdateOffset();
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}
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private void UpdateOffset()
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{
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_floatCount += Game1.DeltaTime;
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_sprite.DrawOffset.Y = -8 - (float)Math.Sin(_floatCount / 200f);
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}
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}
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}
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