LADXHD/InGame/GameObjects/Enemies/EnemyTektite.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.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyTektite : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly Rectangle _fieldRectangle;
public EnemyTektite() : base("tektite") { }
public EnemyTektite(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, -32, 16, 32);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/tektite");
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animatorComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
_fieldRectangle = map.GetField(posX, posY);
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
{
Gravity = -0.05f,
DragAir = 0.85f,
CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall,
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
FieldRectangle = _fieldRectangle
};
_aiComponent = new AiComponent();
var stateIdle = new AiState() { Init = InitIdle };
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("jumping"), 750, 1250));
var stateJumping = new AiState(UpdateJumping) { Init = InitJumping };
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("jumping", stateJumping);
new AiFallState(_aiComponent, _body, null, null, 300);
var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = OnBurn };
_aiComponent.ChangeState("idle");
var damageBox = new CBox(EntityPosition, -6, -12, 0, 12, 12, 4);
var hittableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true);
var pushableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, animatorComponent);
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 10 });
}
private void OnBurn()
{
_body.Bounciness = 0.45f;
_animator.Pause();
}
private void InitIdle()
{
_body.VelocityTarget = Vector2.Zero;
_animator.Play("idle");
}
private void InitJumping()
{
Game1.GameManager.PlaySoundEffect("D360-36-24", true, EntityPosition.Position);
_animator.Play("jump");
// jump towards the player if he is in the range
Vector2 vecDirection;
if (_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) ||
!_fieldRectangle.Contains(EntityPosition.X, EntityPosition.Y))
{
vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
vecDirection.Normalize();
vecDirection *= 1.25f;
}
else
{
var randomDir = Game1.RandomNumber.Next(0, 100) / 100.0f;
var directionRadius = (float)(Math.PI * 2 * randomDir);
vecDirection = new Vector2((float)Math.Cos(directionRadius), (float)Math.Sin(directionRadius));
vecDirection *= 0.75f;
}
_body.VelocityTarget = vecDirection;
_body.Velocity.Z = 1.0f;
}
private void UpdateJumping()
{
// finished jumping
if (_body.IsGrounded)
_aiComponent.ChangeState("idle");
}
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;
}
}
}