LADXHD/InGame/GameObjects/Enemies/EnemyRope.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.Components.AI;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyRope : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private const float WalkSpeed = 0.5f;
private const float RunSpeed = 1.0f;
private int _animationDirection;
private int _direction;
public EnemyRope() : base("rope") { }
public EnemyRope(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/rope");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
{
MoveCollision = OnCollision,
AbsorbPercentage = 0.9f,
CollisionTypes =
Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy,
AvoidTypes =
Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall |
Values.CollisionTypes.DeepWater,
FieldRectangle = map.GetField(posX, posY),
Drag = 0.85f,
};
var stateIdle = new AiState { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walk"), 250, 500));
var stateWalk = new AiState(UpdateWalk) { Init = InitWalk };
stateWalk.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000));
var stateRun = new AiState { Init = InitRun };
stateRun.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 650, 750));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("walk", stateWalk);
_aiComponent.States.Add("run", stateRun);
new AiFallState(_aiComponent, _body, OnHoleAbsorb, null);
new AiDeepWaterState(_body);
var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause() };
_aiComponent.ChangeState("walk");
var damageBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 4);
var hittableBox = new CBox(EntityPosition, -8, -15, 0, 16, 15, 8);
var pushableBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 8);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f });
}
private void InitIdle()
{
_body.VelocityTarget = new Vector2(0, 0);
_animator.Pause();
}
private void InitWalk()
{
// random new direction
_direction = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed;
SetAnimation(_direction);
}
private void SetAnimation(int moveDirection)
{
_animator.SpeedMultiplier = 1;
// look to the left or to the right
if (moveDirection == 0)
_animationDirection = -1;
else if (moveDirection == 2)
_animationDirection = 1;
_animator.Play("move_" + _animationDirection);
}
private void UpdateWalk()
{
// is the player on the same line horizontally or vertically?
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDirection.Length() < 64 &&
(Math.Abs(playerDirection.X) < 4 || Math.Abs(playerDirection.Y) < 4))
{
if (playerDirection != Vector2.Zero)
playerDirection.Normalize();
_direction = AnimationHelper.GetDirection(playerDirection);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * RunSpeed;
_aiComponent.ChangeState("run");
}
}
private void InitRun()
{
SetAnimation(_direction);
_animator.SpeedMultiplier = 2;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
if (_aiComponent.CurrentStateId == "walk")
_aiComponent.ChangeState("idle");
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 3f;
_animator.Continue();
}
}
}