mirror of
https://github.com/Phantop/LADXHD.git
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127 lines
4.8 KiB
C#
127 lines
4.8 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 EnemyThwimp : GameObject
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{
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly BodyComponent _body;
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private const float ResturnSpeed = 0.5f;
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public EnemyThwimp() : base("thwimp") { }
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public EnemyThwimp(Map.Map map, int posX, int posY) : base(map)
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{
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Tags = Values.GameObjectTag.Damage;
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -64, 16, 114);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/thwimp");
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_animator.Play("idle");
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_body = new BodyComponent(EntityPosition, -7, -16, 14, 16, 8)
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{
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MoveCollision = OnCollision,
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Drag = 0.8f,
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IgnoresZ = true,
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Gravity2D = 0.165f
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};
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
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var stateIdle = new AiState(UpdateIdle);
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var stateFall = new AiState { Init = InitFall };
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var stateWait = new AiState { Init = InitWait };
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stateWait.Trigger.Add(new AiTriggerCountdown(700, null, () => _aiComponent.ChangeState("return")));
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var stateReturn = new AiState { Init = InitReturn };
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var stateReturned = new AiState { Init = InitReturned };
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stateReturned.Trigger.Add(new AiTriggerCountdown(550, null, () => _aiComponent.ChangeState("idle")));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("fall", stateFall);
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_aiComponent.States.Add("wait", stateWait);
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_aiComponent.States.Add("return", stateReturn);
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_aiComponent.States.Add("returned", stateReturned);
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_aiComponent.ChangeState("idle");
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var damageBox = new CBox(EntityPosition, -5, -10, 0, 10, 8, 4);
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var hittableBox = new CBox(EntityPosition, -5, -10, 0, 10, 8, 8);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerBottom));
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}
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private void UpdateIdle()
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{
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// trigger trap
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var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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var distanceH = Math.Abs(distance.X);
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var angry = distanceH < 40;
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_animator.Play(angry ? "angry" : "idle");
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if (distanceH < 22)
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{
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_aiComponent.ChangeState("fall");
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}
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}
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private void InitFall()
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{
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// start falling down
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_body.IgnoresZ = false;
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_animator.Play("angry");
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Game1.GameManager.PlaySoundEffect("D360-08-08");
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}
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private void InitWait()
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{
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_animator.Play("idle");
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Game1.GameManager.PlaySoundEffect("D360-09-09");
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Game1.GameManager.ShakeScreen(75, 0, 1, 0, 500);
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}
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private void InitReturn()
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{
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_body.IgnoresZ = true;
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_body.VelocityTarget.Y = -ResturnSpeed;
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}
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private void InitReturned()
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{
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_body.VelocityTarget.Y = 0;
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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if ((collision & Values.BodyCollision.Bottom) != 0 && _aiComponent.CurrentStateId == "fall")
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_aiComponent.ChangeState("wait");
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else if ((collision & Values.BodyCollision.Top) != 0 && _aiComponent.CurrentStateId == "return")
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_aiComponent.ChangeState("returned");
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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return Values.HitCollision.RepellingParticle;
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}
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}
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}
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