LADXHD/InGame/GameObjects/NPCs/ObjFairy.cs

245 lines
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C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.NPCs
{
internal class ObjFairy : GameObject
{
private readonly CSprite _sprite;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly ShadowBodyDrawComponent _shadowComponent;
private readonly DictAtlasEntry _heartSource;
private readonly string _strDialogPath;
private const int DespawnTime = 1000;
private const int DespawnStart = 4000;
private const int HealingStart = 500;
private const int HealingStepTime = 250;
private Color _color;
private double _hiddenStartTime;
private float _spawnState;
private float _heartTimer;
private float _healCounter;
private float _heartSpeed = 300;
private float _despawnCounter;
private int _healStepAmount;
private bool _shownDialog;
private bool _healMode;
public ObjFairy() : base("npc_fairy") { }
public ObjFairy(Map.Map map, int posX, int posY, string strDialogPath) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 16, 8);
EntitySize = new Rectangle(-11, -35, 22, 35 + 32);
// the fairy in the color dungeon does not heal but shows a custom dialog instead
_strDialogPath = strDialogPath;
_healMode = string.IsNullOrEmpty(strDialogPath);
_body = new BodyComponent(EntityPosition, -5, -16, 10, 16, 8)
{
IgnoresZ = true
};
_heartSource = Resources.GetSprite("heart");
var animator = AnimatorSaveLoad.LoadAnimator("NPCs/fairy");
animator.Play("idle");
_aiComponent = new AiComponent();
var stateHidde = new AiState(UpdateHidden) { Init = InitHidden };
var stateIdle = new AiState(UpdateIdle);
var stateHealing = new AiState(UpdateHealing) { Init = InitHealing };
var stateDespawning = new AiState(UpdateDespawning) { Init = InitDespawning };
_aiComponent.States.Add("hidden", stateHidde);
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("healing", stateHealing);
_aiComponent.States.Add("despawning", stateDespawning);
_aiComponent.ChangeState("idle");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(-11, -25));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(ObjectCollisionComponent.Index, new ObjectCollisionComponent(new Rectangle(posX + 8 - 3, posY + 16, 6, 30), OnCollision));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerTop, EntityPosition));
AddComponent(DrawShadowComponent.Index, _shadowComponent = new ShadowBodyDrawComponent(EntityPosition));
}
private void UpdatePosition()
{
// move up down
EntityPosition.Z = 12.0f + MathF.Sin((float)Game1.TotalGameTime / 1100.0f * MathF.PI) * 4.0f;
}
private void InitHidden()
{
_hiddenStartTime = Game1.TotalGameTime;
}
private void UpdateHidden()
{
// fade out
_spawnState = AnimationHelper.MoveToTarget(_spawnState, 0, 0.05f * Game1.TimeMultiplier);
_color = Color.White * _spawnState;
_shadowComponent.Transparency = _spawnState;
// delay the spawning a little bit
if (_hiddenStartTime + 10000 < Game1.TotalGameTime &&
Game1.GameManager.CurrentHealth < Game1.GameManager.MaxHearths * 4)
_aiComponent.ChangeState("idle");
}
private void UpdateIdle()
{
// fade in
_spawnState = AnimationHelper.MoveToTarget(_spawnState, 1, 0.05f * Game1.TimeMultiplier);
_color = Color.White * _spawnState;
_shadowComponent.Transparency = _spawnState;
UpdatePosition();
// hide when the player has full health
if (_healMode && Game1.GameManager.CurrentHealth >= Game1.GameManager.MaxHearths * 4)
_aiComponent.ChangeState("hidden");
}
private void InitHealing()
{
_heartTimer = -1;
// different speeds depending on the health of the player
var healingSteps = (DespawnStart - HealingStart) / HealingStepTime;
var neededSteps = Game1.GameManager.MaxHearths * 4 - Game1.GameManager.CurrentHealth;
_healStepAmount = Math.Clamp((int)Math.Ceiling(neededSteps / (float)healingSteps), 1, 8);
Game1.GameManager.SetMusic(11, 2);
Game1.GameManager.StartDialogPath("fairy");
}
private void UpdateHealing()
{
UpdatePosition();
if (Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
return;
MapManager.ObjLink.FreezePlayer();
_heartTimer += Game1.DeltaTime;
// start healing
if (_heartTimer > HealingStart)
_healCounter += Game1.DeltaTime;
Game1.GameManager.PlaySoundEffect("D370-06-06", false);
if (_healCounter > HealingStepTime)
{
_healCounter -= HealingStepTime;
if (Game1.GameManager.CurrentHealth < Game1.GameManager.MaxHearths * 4)
{
Game1.GameManager.PlaySoundEffect("D370-06-06", true);
Game1.GameManager.HealPlayer(_healStepAmount);
}
}
if (_heartTimer > DespawnStart)
{
Game1.GameManager.PlaySoundEffect("D360-38-26");
_aiComponent.ChangeState("despawning");
}
}
private void InitDespawning()
{
_despawnCounter = DespawnTime;
Game1.GameManager.SetMusic(-1, 2);
}
private void UpdateDespawning()
{
UpdatePosition();
// remove the fairy
_despawnCounter -= Game1.DeltaTime;
if (_despawnCounter <= 0)
{
_spawnState = 0;
_aiComponent.ChangeState("hidden");
}
// fade out with a blinking effect
var despawnState = MathHelper.Clamp(_despawnCounter / 500.0f, 0, 1) *
(0.75f + (float)Math.Cos(_despawnCounter / 15) * 0.25f);
_color = Color.White * despawnState;
_shadowComponent.Transparency = despawnState;
}
private void OnCollision(GameObject gameObject)
{
if (!string.IsNullOrEmpty(_strDialogPath))
{
if (!_shownDialog)
Game1.GameManager.StartDialogPath(_strDialogPath);
_shownDialog = true;
return;
}
if (_aiComponent.CurrentStateId == "idle" && _spawnState >= 1)
_aiComponent.ChangeState("healing");
}
private void Draw(SpriteBatch spriteBatch)
{
// draw the sprite
_sprite.Color = _color;
_sprite.Draw(spriteBatch);
// draw the hearts
if (_aiComponent.CurrentStateId == "healing" ||
_aiComponent.CurrentStateId == "despawning")
DrawHearts(spriteBatch);
}
private void DrawHearts(SpriteBatch spriteBatch)
{
for (var i = 0; i < 10; i++)
{
if (_heartTimer < (i * _heartSpeed))
return;
var position = new Vector2(EntityPosition.Position.X - 3.5f, EntityPosition.Position.Y + 20);
var angle = i / 5.0 * Math.PI - (_heartTimer / _heartSpeed * Math.PI / 5.0);
position += new Vector2((float)Math.Sin(angle), -(float)Math.Cos(angle)) * 36;
DrawHelper.DrawNormalized(spriteBatch, _heartSource, position, _color);
}
}
}
}