mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
442 lines
17 KiB
C#
442 lines
17 KiB
C#
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.GameObjects.Dungeon;
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using ProjectZ.InGame.GameObjects.Things;
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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.MidBoss
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{
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class MDodongoSnake : GameObject
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{
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private readonly List<GameObject> _collidingObjects = new List<GameObject>();
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private readonly BodyComponent _body;
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private readonly BodyDrawComponent _bodyDrawComponent;
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _damageState;
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private readonly CSprite _sprite;
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private readonly AiTriggerRandomTime _directionTrigger;
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private readonly CBox _eatBox;
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private readonly DictAtlasEntry _spriteHead;
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private readonly DictAtlasEntry _spriteBody0;
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private readonly DictAtlasEntry _spriteBody1;
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private readonly DictAtlasEntry _spriteBody2;
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private readonly string _saveKey;
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private readonly int _color;
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private Vector2 _bodyPosition;
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private Vector2 _bodyExplosionPosition;
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private Vector2 _turningPosition;
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private Vector2 _bodyOffset;
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private Vector2 _lastHeadPosition;
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private int _direction;
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private float _movementSpeed = 0.375f;
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private float _explosionCounter;
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private const float TailDistance = 12;
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private float _bodyDistance;
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private bool _wallCollision = true;
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private bool _stopDraggin = true;
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private bool _playedSwollowSound;
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private bool _playerInRoom;
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private int _lives = 3;
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// @TODO: it looks like the body gets left behind when we move out of the screen
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public MDodongoSnake() : base("snake blue") { }
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public MDodongoSnake(Map.Map map, int posX, int posY, string saveKey, int color, bool resetKey) : 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(-22, -8 - 22, 44, 44);
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_bodyPosition = EntityPosition.Position;
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_lastHeadPosition = EntityPosition.Position;
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_saveKey = saveKey;
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_color = color;
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var strColor = _color == 0 ? "blue" : "green";
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// was the boss already defeated?
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if (!string.IsNullOrEmpty(_saveKey) && Game1.GameManager.SaveManager.GetString(_saveKey) == "1")
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{
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if (resetKey)
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{
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Game1.GameManager.SaveManager.SetString(_saveKey, "0");
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}
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else
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{
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IsDead = true;
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return;
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}
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}
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_spriteHead = Resources.GetSprite("snake " + strColor);
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_spriteBody0 = Resources.GetSprite("snake body " + strColor);
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_spriteBody1 = Resources.GetSprite("snake body");
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_spriteBody2 = Resources.GetSprite("snake big " + strColor);
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_eatBox = new CBox(EntityPosition, -1, -8, 2, 4, 8);
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_sprite = new CSprite("snake " + strColor, EntityPosition, new Vector2(-8, -16));
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_body = new BodyComponent(EntityPosition, -7, -13, 14, 12, 8)
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{
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MoveCollision = OnCollision,
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Drag = 0.65f,
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DragAir = 0.95f,
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Gravity = -0.15f,
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FieldRectangle = map.GetField(posX, posY),
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall
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};
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var stateMoving = new AiState(UpdateMoving);
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stateMoving.Trigger.Add(_directionTrigger = new AiTriggerRandomTime(ChangeDirection, 1000, 1500));
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var stateExplosion = new AiState(UpdateExplosion);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("moving", stateMoving);
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_aiComponent.States.Add("explosion", stateExplosion);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 8, false)
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{
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OnDeath = OnDeath
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};
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_bodyDrawComponent = new BodyDrawComponent(_body, _sprite, Values.LayerPlayer);
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var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 8, true);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 4));
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var hittableBox = new CBox(EntityPosition, -7, -15, 0, 14, 14, 8, true);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 16, ShadowHeight = 6 });
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ChangeDirection();
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_aiComponent.ChangeState("moving");
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
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{
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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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return Values.HitCollision.RepellingParticle;
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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_wallCollision = true;
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_directionTrigger.CurrentTime = Math.Min(_directionTrigger.CurrentTime, 250);
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}
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private void ChangeDirection()
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{
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_direction = Game1.RandomNumber.Next(0, 4);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _movementSpeed;
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_turningPosition = EntityPosition.Position;
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if (_wallCollision)
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{
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_stopDraggin = true;
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_wallCollision = false;
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}
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}
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private void ToExploding()
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{
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_playedSwollowSound = false;
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_aiComponent.ChangeState("explosion");
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_bodyExplosionPosition = _bodyPosition;
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_damageState.SetDamageState();
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}
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private void UpdateExplosion()
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{
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_body.VelocityTarget = Vector2.Zero;
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_explosionCounter += Game1.DeltaTime;
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// swollow sound effect
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if (!_playedSwollowSound && _explosionCounter > 55 / 0.06)
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{
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_playedSwollowSound = true;
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Game1.GameManager.PlaySoundEffect("D360-42-2A");
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}
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if (_explosionCounter > 94 / 0.06 && _explosionCounter - Game1.DeltaTime < 94 / 0.06)
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{
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Game1.GameManager.PlaySoundEffect("D378-12-0C");
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var particlePosition = EntityPosition.Position + AnimationHelper.DirectionOffset[_direction] * 13;
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Map.Objects.SpawnObject(new ObjAnimator(Map,
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(int)particlePosition.X, (int)particlePosition.Y, -8, -16, Values.LayerPlayer, "Particles/spawn", "run", true));
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}
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if (_explosionCounter > 76 / 0.06 && _explosionCounter - Game1.DeltaTime < 76 / 0.06)
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{
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_lives--;
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// enemy is dead?
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if (_lives <= 0)
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{
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OnDeath();
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return;
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}
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}
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if (_explosionCounter > 112 / 0.06)
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{
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_explosionCounter = 0;
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ChangeDirection();
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_aiComponent.ChangeState("moving");
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_bodyPosition = _bodyExplosionPosition;
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}
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}
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private void OnDeath()
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{
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if (!string.IsNullOrEmpty(_saveKey))
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Game1.GameManager.SaveManager.SetString(_saveKey, "1");
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// stop the boss music
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Game1.GameManager.SetMusic(-1, 2);
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Game1.GameManager.PlaySoundEffect("D378-26-1A");
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// spawn fairy
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Game1.GameManager.PlaySoundEffect("D360-27-1B");
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Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)_bodyExplosionPosition.X, (int)_bodyExplosionPosition.Y + 8, 0));
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// shake the screen
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Game1.GameManager.ShakeScreen(225, 4, 1, 5, 2.5f);
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// spawn explosion effect
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Map.Objects.SpawnObject(new ObjAnimator(Map,
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(int)_bodyExplosionPosition.X, (int)_bodyExplosionPosition.Y - 8, Values.LayerPlayer, "Particles/explosionBomb", "run2", true));
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Map.Objects.DeleteObjects.Add(this);
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}
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private void UpdateMoving()
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{
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// start/stop music when the player enters/leaves the room
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if (_body.FieldRectangle.Contains(MapManager.ObjLink.BodyRectangle))
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{
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_playerInRoom = true;
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if (Game1.GameManager.GetCurrentMusic() != 79)
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Game1.GameManager.SetMusic(79, 2);
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}
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else if (_playerInRoom)
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{
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_playerInRoom = false;
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Game1.GameManager.SetMusic(-1, 2);
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}
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EatBombs();
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var offset = 0.5f;
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var speed = 55;
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_sprite.DrawOffset.X = -8 + ((_direction == 0 || _direction == 2) ? MathF.Sin((float)(Game1.TotalGameTime / speed)) * offset : 0);
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_sprite.DrawOffset.Y = -16 + ((_direction == 1 || _direction == 3) ? MathF.Sin((float)(Game1.TotalGameTime / speed)) * offset : 0);
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_bodyOffset.X = (_direction == 0 || _direction == 2) ? MathF.Sin((float)(Game1.TotalGameTime / speed) + MathF.PI * 0.9f) * offset : 0;
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_bodyOffset.Y = (_direction == 1 || _direction == 3) ? MathF.Sin((float)(Game1.TotalGameTime / speed) + MathF.PI * 0.9f) * offset : 0;
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// updated body distance
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var distance = (_lastHeadPosition - EntityPosition.Position).Length();
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_bodyDistance += distance;
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if (distance < 0.001f)
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{
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_sprite.DrawOffset.X = -8;
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_sprite.DrawOffset.Y = -16;
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}
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if (_bodyDistance > TailDistance)
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{
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_bodyDistance = TailDistance;
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_stopDraggin = false;
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}
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if (!_stopDraggin || _wallCollision)
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{
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_bodyDistance -= _movementSpeed * Game1.TimeMultiplier;
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if (_bodyDistance < 0)
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_bodyDistance = 0;
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}
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// drag the body behind the head
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if (_turningPosition != Vector2.Zero)
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{
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// update position
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var directionTurningPoint = _turningPosition - EntityPosition.Position;
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var turningPointDistance = directionTurningPoint.Length();
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if (turningPointDistance > _bodyDistance)
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{
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directionTurningPoint.Normalize();
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_bodyPosition = EntityPosition.Position + directionTurningPoint * _bodyDistance;
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_turningPosition = Vector2.Zero;
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}
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else
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{
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// update position
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var direction = _bodyPosition - _turningPosition;
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if (direction != Vector2.Zero)
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{
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direction.Normalize();
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_bodyPosition = _turningPosition + direction * (_bodyDistance - turningPointDistance);
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}
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}
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}
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else
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{
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// update position
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var direction = _bodyPosition - EntityPosition.Position;
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if (direction != Vector2.Zero)
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{
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direction.Normalize();
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_bodyPosition = EntityPosition.Position + direction * _bodyDistance;
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}
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}
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_lastHeadPosition = EntityPosition.Position;
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}
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private void EatBombs()
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{
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_collidingObjects.Clear();
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Map.Objects.GetComponentList(_collidingObjects,
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(int)EntityPosition.Position.X - 8, (int)EntityPosition.Position.Y - 16, 16, 16, BodyComponent.Mask);
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foreach (var collidingObject in _collidingObjects)
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{
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var body = (BodyComponent)collidingObject.Components[BodyComponent.Index];
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if (collidingObject.GetType() == typeof(ObjBomb) && _eatBox.Box.Intersects(body.BodyBox.Box))
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{
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var bomb = (ObjBomb)collidingObject;
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if (bomb.Body.IsActive)
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{
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bomb.IsActive = false;
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bomb.Map.Objects.DeleteObjects.Add(bomb);
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ToExploding();
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}
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}
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}
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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_sprite.SourceRectangle.X = _spriteHead.ScaledRectangle.X;
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_sprite.SourceRectangle.Y = _spriteHead.ScaledRectangle.Y;
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if (_direction == 1)
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_sprite.SourceRectangle.X += 18;
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else if (_direction == 3)
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_sprite.SourceRectangle.X += 36;
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_sprite.SpriteEffect = _direction == 2 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
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var bodyDrawPosition = _bodyPosition + new Vector2(-8, -16) + _bodyOffset;
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var bodyRectangle = _spriteBody0.ScaledRectangle;
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// explosion going on?
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if (_explosionCounter > 0)
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{
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_sprite.DrawOffset = new Vector2(-8, -16);
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// change the color to green
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if (_explosionCounter < 102 / 0.06)
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{
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var dir = _color == 0 ? 1 : -1;
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_sprite.SourceRectangle.Y += 18 * dir;
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bodyRectangle.Y += 18 * dir;
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}
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var targetPosition = EntityPosition.Position - new Vector2(
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AnimationHelper.DirectionOffset[_direction].X * 13,
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AnimationHelper.DirectionOffset[_direction].Y * 12);
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var distance = (_bodyExplosionPosition - targetPosition).Length();
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if (distance > 0)
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{
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var amount = Math.Min(1, (1 * Game1.TimeMultiplier) / distance);
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_bodyExplosionPosition = Vector2.Lerp(_bodyExplosionPosition, targetPosition, amount);
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}
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if (_explosionCounter < 60 / 0.06)
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{
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}
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else if (_explosionCounter < 66 / 0.06)
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{
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bodyRectangle = _spriteBody1.ScaledRectangle;
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_sprite.DrawOffset += AnimationHelper.DirectionOffset[_direction] * 2;
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}
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else if (_explosionCounter < 86 / 0.06)
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{
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bodyRectangle = _spriteBody2.ScaledRectangle;
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_sprite.DrawOffset += AnimationHelper.DirectionOffset[_direction] * 4;
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}
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else if (_explosionCounter < 92 / 0.06)
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{
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bodyRectangle = _spriteBody1.ScaledRectangle;
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_sprite.DrawOffset += AnimationHelper.DirectionOffset[_direction] * 2;
|
|||
|
}
|
|||
|
else if (_explosionCounter < 98 / 0.06)
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
bodyDrawPosition = _bodyExplosionPosition + new Vector2(-bodyRectangle.Width / 2, -8 - bodyRectangle.Height / 2);
|
|||
|
}
|
|||
|
|
|||
|
var drawBodyFirst = bodyDrawPosition.Y + bodyRectangle.Height <= EntityPosition.Y || (_explosionCounter > 0 && _direction != 1);
|
|||
|
|
|||
|
// draw the body
|
|||
|
if (drawBodyFirst)
|
|||
|
spriteBatch.Draw(_spriteHead.Texture, bodyDrawPosition, bodyRectangle, Color.White);
|
|||
|
|
|||
|
// draw the head
|
|||
|
_bodyDrawComponent.Draw(spriteBatch);
|
|||
|
|
|||
|
// draw the body
|
|||
|
if (!drawBodyFirst)
|
|||
|
spriteBatch.Draw(_spriteHead.Texture, bodyDrawPosition, bodyRectangle, Color.White);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
private void OnDeath(bool pieceOfPower)
|
|||
|
{
|
|||
|
_aiComponent.ChangeState("death");
|
|||
|
|
|||
|
Game1.GameManager.PlaySoundEffect("D370-16-10");
|
|||
|
}
|
|||
|
}
|
|||
|
}
|