mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
163 lines
6.3 KiB
C#
163 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.Controls;
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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.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 EnemyStalfosOrange : 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 readonly AiTriggerTimer _jumpSwitch;
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private readonly bool _isBoneThrower;
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private float _acceleration = 1.75f;
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private float _walkSpeed = 0.5f;
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private float _changeDirCount;
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private int _dir;
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private float _throwCounter;
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private bool _throwBone;
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public EnemyStalfosOrange() : base("stalfos orange") { }
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public EnemyStalfosOrange(Map.Map map, int posX, int posY, bool isBoneThrower) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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_isBoneThrower = isBoneThrower;
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -32, 16, 32);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/stalfos orange");
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_animator.Play("walk");
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var sprite = new CSprite(EntityPosition);
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var animatorComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
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var fieldRectangle = map.GetField(posX, posY);
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_body = new BodyComponent(EntityPosition, -6, -10, 11, 10, 8)
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{
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MoveCollision = OnCollision,
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Gravity = -0.1f,
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CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall,
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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FieldRectangle = fieldRectangle
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};
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_aiComponent = new AiComponent();
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var stateWalking = new AiState(UpdateWalking);
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stateWalking.Trigger.Add(_jumpSwitch = new AiTriggerTimer(75));
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var stateJumping = new AiState(UpdateJumping);
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("jumping", stateJumping);
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new AiFallState(_aiComponent, _body, null, null, 200);
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var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() };
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_aiComponent.ChangeState("walking");
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var damageBox = new CBox(EntityPosition, -7, -15, 2, 13, 15, 4);
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var hittableBox = new CBox(EntityPosition, -7, -15, 2, 13, 15, 8);
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var pushableBox = new CBox(EntityPosition, -6, -14, 2, 12, 14, 4);
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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(AiComponent.Index, _aiComponent);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(BaseAnimationComponent.Index, animatorComponent);
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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 BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 10 });
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}
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private void UpdateWalking()
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{
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_animator.Play("walk");
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if (_throwBone)
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{
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_throwCounter -= Game1.DeltaTime;
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if (_throwCounter < 0)
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{
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_throwBone = false;
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// throw a bone towards the player
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Map.Objects.SpawnObject(new EnemyBone(Map, (int)EntityPosition.X, (int)EntityPosition.Y - 8, 1.5f));
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}
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}
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// jump away when the player is pressing the use key
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var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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if (_jumpSwitch.State && distance.Length() < 48)
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for (var i = 0; i < 4; i++)
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if (ControlHandler.ButtonPressed((CButtons)((int)CButtons.A * Math.Pow(2, i))))
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{
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ToJumping();
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break;
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}
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_changeDirCount -= Game1.DeltaTime;
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// change direction
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if (_changeDirCount <= 0)
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ChangeDirection();
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}
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private void ToJumping()
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{
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Game1.GameManager.PlaySoundEffect("D360-36-24");
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_aiComponent.ChangeState("jumping");
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// jump away from the player
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var vecDirection = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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vecDirection.Normalize();
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_body.Velocity = new Vector3(0, 0, _acceleration);
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_body.VelocityTarget = new Vector2(vecDirection.X, vecDirection.Y);
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_throwBone = _isBoneThrower;
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_throwCounter = 300;
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}
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private void UpdateJumping()
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{
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_animator.Play("jump");
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if (_body.IsGrounded)
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_aiComponent.ChangeState("walking");
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}
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private void ChangeDirection()
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{
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_changeDirCount = Game1.RandomNumber.Next(200, 600);
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_dir = Game1.RandomNumber.Next(0, 4);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_dir] * _walkSpeed;
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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 collision)
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{
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if (_aiComponent.CurrentStateId == "walking")
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ChangeDirection();
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}
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}
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}
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