using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; 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.SaveLoad; using ProjectZ.InGame.Things; using ProjectZ.InGame.GameObjects.Dungeon; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyAntiFairy : GameObject { private readonly BodyComponent _body; private readonly AiDamageState _aiDamageState; private readonly Color _lightColor = new Color(255, 255, 255); public EnemyAntiFairy() : base("antiFairy") { } public EnemyAntiFairy(Map.Map map, int posX, int posY) : base(map) { // not used for the enemy trigger Tags = Values.GameObjectTag.Damage; EntityPosition = new CPosition(posX + 8, posY + 8, 0); EntitySize = new Rectangle(-32, -32, 64, 64); var animator = AnimatorSaveLoad.LoadAnimator("Enemies/anti-fairy"); animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, sprite, new Vector2(-8, -8)); _body = new BodyComponent(EntityPosition, -6, -6, 12, 12, 8) { IgnoreHeight = true, IgnoreHoles = true, FieldRectangle = map.GetField(posX, posY), MoveCollision = OnCollision, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall }; _body.VelocityTarget = new Vector2(-1, 1) * (3 / 4.0f); var aiComponent = new AiComponent(); aiComponent.States.Add("idle", new AiState()); aiComponent.ChangeState("idle"); _aiDamageState = new AiDamageState(this, _body, aiComponent, sprite, 1, false) { IgnoreZeroDamage = true, FlameOffset = new Point(0, 2), OnDeath = OnDeath }; var hittableBox = new CBox(EntityPosition, -8, -8, 0, 16, 16, 8); var damageBox = new CBox(EntityPosition, -7, -7, 0, 14, 14, 4); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(AiComponent.Index, aiComponent); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(BodyComponent.Index, _body); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer) { WaterOutline = false }); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite)); AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight)); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { if (type == HitType.Boomerang || type == HitType.MagicPowder) return _aiDamageState.OnHit(originObject, direction, type, damage, pieceOfPower); return Values.HitCollision.Blocking; } private void OnCollision(Values.BodyCollision collider) { if ((collider & Values.BodyCollision.Horizontal) != 0) _body.VelocityTarget.X = -_body.VelocityTarget.X; if ((collider & Values.BodyCollision.Vertical) != 0) _body.VelocityTarget.Y = -_body.VelocityTarget.Y; } private void DrawLight(SpriteBatch spriteBatch) { DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 25, (int)EntityPosition.Y - 25, 50, 50), _lightColor * 0.5f); } private void OnDeath(bool pieceOfPower) { // spawn fairy? ~50% cance // not sure how this is calculated in the original game if (Game1.RandomNumber.Next(0, 100) < 50) Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y + 4, 0)); _aiDamageState.BaseOnDeath(pieceOfPower); } } }