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.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyGibdo : GameObject { private readonly Animator _animator; private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly AiDamageState _damageState; private readonly AiStunnedState _aiStunnedState; private const float MoveSpeed = 0.5f; private int _direction; public EnemyGibdo() : base("gibdo") { } public EnemyGibdo(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, -16, 16, 16); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/gibdo"); _animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16)); _body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8) { MoveCollision = OnCollision, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.Enemy, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall, FieldRectangle = map.GetField(posX, posY), Bounciness = 0.25f, Drag = 0.85f }; var stateWalking = new AiState { Init = InitWalking }; stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walk"), 550, 850)); _aiComponent = new AiComponent(); _aiComponent.States.Add("walk", stateWalking); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 6, false) { HitMultiplierX = 1.0f, HitMultiplierY = 1.0f, OnDeath = OnDeath, OnBurn = () => _animator.Pause() }; _aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900); new AiFallState(_aiComponent, _body, OnHoleAbsorb); _aiComponent.ChangeState("walk"); var damageBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 4); var pushableBox = new CBox(EntityPosition, -6, -13, 0, 12, 13, 4); var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 4)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite)); } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (damageType == HitType.Bomb) damage = 3; if (damageType == HitType.Boomerang) damage = 2; if (damageType == HitType.Bow) damage = 1; if (damageType == HitType.Hookshot) { _body.VelocityTarget = Vector2.Zero; _body.Velocity.X += direction.X * 0.75f; _body.Velocity.Y += direction.Y * 0.75f; _aiStunnedState.StartStun(); _animator.Pause(); return Values.HitCollision.Enemy; } return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } private void OnDeath(bool pieceOfPower) { if (Map == null) return; if (_aiComponent.CurrentStateId == "burning") { Map.Objects.DeleteObjects.Add(this); // spawn the stalfos orange Map.Objects.SpawnObject(new EnemyStalfosOrange(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 16, true)); } else { _damageState.BaseOnDeath(pieceOfPower); } } private void InitWalking() { _animator.Play("idle"); // walk into a random direction _direction = Game1.RandomNumber.Next(0, 4); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * MoveSpeed; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) { _body.Velocity.X = direction.X * 0.75f; _body.Velocity.Y = direction.Y * 0.75f; } return true; } private void OnCollision(Values.BodyCollision direction) { if ((direction & Values.BodyCollision.Horizontal) != 0) _body.VelocityTarget.X = -_body.VelocityTarget.X; if ((direction & Values.BodyCollision.Vertical) != 0) _body.VelocityTarget.Y = -_body.VelocityTarget.Y; } private void OnHoleAbsorb() { _animator.SpeedMultiplier = 3f; } } }