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