mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
166 lines
6.4 KiB
C#
166 lines
6.4 KiB
C#
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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.SaveLoad;
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using ProjectZ.InGame.Things;
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using System;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemySpear : GameObject
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{
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private readonly Animator _animator;
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private readonly AiComponent _aiComponent;
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private readonly DamageFieldComponent _damageField;
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private readonly BodyComponent _body;
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private readonly CSprite _drawComponent;
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private readonly BodyDrawComponent _bodyDrawComponent;
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private readonly ShadowBodyDrawComponent _shadowBody;
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private Vector2 _startPosition;
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private float _despawnPercentage = 1;
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private int _despawnTime = 500;
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private int dir;
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private Point[] _collisionBoxSize = { new Point(12, 4), new Point(4, 12), new Point(12, 4), new Point(4, 12) };
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public EnemySpear(Map.Map map, Vector3 position, Vector2 velocity) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(position);
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EntitySize = new Rectangle(-8, -8, 16, 16);
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_startPosition = EntityPosition.Position;
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dir = AnimationHelper.GetDirection(velocity);
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_animator = AnimatorSaveLoad.LoadAnimator("Objects/spear");
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_animator.Play(dir.ToString());
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_drawComponent = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _drawComponent, Vector2.Zero);
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_body = new BodyComponent(EntityPosition,
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-_collisionBoxSize[dir].X / 2, -_collisionBoxSize[dir].Y / 2,
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_collisionBoxSize[dir].X, _collisionBoxSize[dir].Y, 8)
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{
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CollisionTypes = Values.CollisionTypes.Normal,
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MoveCollision = OnCollision,
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VelocityTarget = velocity,
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Bounciness = 0.35f,
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Drag = 0.75f,
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IgnoreHeight = true,
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IgnoresZ = true,
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};
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var damageCollider = new CBox(EntityPosition, -5, -5, 0, 10, 10, 4, true);
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var stateDespawn = new AiState() { Init = InitDespawn };
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stateDespawn.Trigger.Add(new AiTriggerCountdown(_despawnTime, TickDespawn, () => TickDespawn(0)));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", new AiState(UpdateIdle));
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_aiComponent.States.Add("despawn", stateDespawn);
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_aiComponent.ChangeState("idle");
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamage = OnDamage });
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 0.2f });
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, _bodyDrawComponent = new BodyDrawComponent(_body, _drawComponent, Values.LayerPlayer) { Gras = false });
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AddComponent(DrawShadowComponent.Index, _shadowBody = new ShadowBodyDrawComponent(EntityPosition));
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}
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public override void Init()
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{
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Game1.GameManager.PlaySoundEffect("D378-10-0A");
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}
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private void UpdateIdle()
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{
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// start falling down?
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var distance = _startPosition - EntityPosition.Position;
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if (MathF.Abs(distance.X) > 112 || Math.Abs(distance.Y) > 96)
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_body.IgnoresZ = false;
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}
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private void InitDespawn()
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{
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_body.IgnoresZ = false;
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_damageField.IsActive = false;
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_bodyDrawComponent.Gras = true;
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_animator.Play("rotate");
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_animator.SetFrame((dir + 1) % 4);
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Game1.GameManager.PlaySoundEffect("D360-07-07");
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}
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private void TickDespawn(double time)
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{
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_despawnPercentage = (float)(time / (_despawnTime / 2));
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if (_despawnPercentage > 1)
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_despawnPercentage = 1;
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_drawComponent.Color = Color.White * _despawnPercentage;
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_shadowBody.Transparency = _despawnPercentage;
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if (time <= 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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private bool OnDamage()
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{
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Map.Objects.DeleteObjects.Add(this);
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return _damageField.DamagePlayer();
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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 (_despawnPercentage < 1)
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return false;
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if (_aiComponent.CurrentStateId != "despawn")
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_aiComponent.ChangeState("despawn");
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_body.Velocity = new Vector3(direction.X * 0.25f, direction.Y * 0.25f, 1.5f);
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_body.VelocityTarget = Vector2.Zero;
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return true;
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}
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private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if (_despawnPercentage < 1)
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return Values.HitCollision.None;
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if (_aiComponent.CurrentStateId != "despawn")
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_aiComponent.ChangeState("despawn");
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_body.Velocity = new Vector3(direction.X, direction.Y, 1.5f);
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_body.VelocityTarget = Vector2.Zero;
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return Values.HitCollision.Enemy;
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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 == "despawn")
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return;
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_aiComponent.ChangeState("despawn");
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if ((direction & Values.BodyCollision.Floor) != 0)
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_body.Velocity = new Vector3(_body.VelocityTarget.X * 0.75f, _body.VelocityTarget.Y * 0.75f, 1.5f);
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else
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_body.Velocity = new Vector3(-_body.VelocityTarget.X * 0.25f, -_body.VelocityTarget.Y * 0.25f, 1.5f);
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_body.VelocityTarget = Vector2.Zero;
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}
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}
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}
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