mirror of
https://github.com/Phantop/LADXHD.git
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127 lines
5.1 KiB
C#
127 lines
5.1 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.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 EnemyTektite : 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 Rectangle _fieldRectangle;
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public EnemyTektite() : base("tektite") { }
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public EnemyTektite(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, -32, 16, 32);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/tektite");
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_animator.Play("idle");
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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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_fieldRectangle = map.GetField(posX, posY);
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_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
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{
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Gravity = -0.05f,
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DragAir = 0.85f,
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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 stateIdle = new AiState() { Init = InitIdle };
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stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("jumping"), 750, 1250));
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var stateJumping = new AiState(UpdateJumping) { Init = InitJumping };
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("jumping", stateJumping);
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new AiFallState(_aiComponent, _body, null, null, 300);
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var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = OnBurn };
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_aiComponent.ChangeState("idle");
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var damageBox = new CBox(EntityPosition, -6, -12, 0, 12, 12, 4);
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var hittableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true);
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var pushableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true);
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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 OnBurn()
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{
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_body.Bounciness = 0.45f;
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_animator.Pause();
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}
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private void InitIdle()
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{
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("idle");
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}
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private void InitJumping()
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{
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Game1.GameManager.PlaySoundEffect("D360-36-24", true, EntityPosition.Position);
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_animator.Play("jump");
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// jump towards the player if he is in the range
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Vector2 vecDirection;
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if (_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) ||
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!_fieldRectangle.Contains(EntityPosition.X, EntityPosition.Y))
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{
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vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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vecDirection.Normalize();
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vecDirection *= 1.25f;
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}
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else
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{
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var randomDir = Game1.RandomNumber.Next(0, 100) / 100.0f;
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var directionRadius = (float)(Math.PI * 2 * randomDir);
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vecDirection = new Vector2((float)Math.Cos(directionRadius), (float)Math.Sin(directionRadius));
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vecDirection *= 0.75f;
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}
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_body.VelocityTarget = vecDirection;
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_body.Velocity.Z = 1.0f;
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}
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private void UpdateJumping()
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{
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// finished jumping
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if (_body.IsGrounded)
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_aiComponent.ChangeState("idle");
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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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}
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}
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