using System; 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.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyHardhatBeetle : GameObject { private readonly BodyComponent _body; private readonly AiStunnedState _stunnedState; private readonly Animator _animator; private readonly AiDamageState _damageState; private Vector2 _vecDirection; private float _maxSpeed; private float _acceleration; private float _currentSpeed; private bool _isFollowing; private bool _wasFollowing; public EnemyHardhatBeetle() : base("hardHatBeetle") { } public EnemyHardhatBeetle(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/hardhat beetle"); _animator.Play("walk"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero); var fieldRectangle = map.GetField(posX, posY); _body = new BodyComponent(EntityPosition, -6, -10, 12, 9, 8) { MoveCollision = OnCollision, Drag = 0.875f, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall | Values.CollisionTypes.DeepWater, FieldRectangle = fieldRectangle }; var aiComponent = new AiComponent(); var stateInit = new AiState(); stateInit.Trigger.Add(new AiTriggerCountdown(350, null, () => aiComponent.ChangeState("moving"))); var stateMoving = new AiState(UpdateMoving) { Init = InitMoving }; aiComponent.States.Add("init", stateInit); aiComponent.States.Add("moving", stateMoving); _stunnedState = new AiStunnedState(aiComponent, animationComponent, 3300, 900) { SilentStateChange = false }; _damageState = new AiDamageState(this, _body, aiComponent, sprite, 1); new AiDeepWaterState(_body); new AiFallState(aiComponent, _body, OnHoleAbsorb, null); aiComponent.ChangeState("init"); // randomize speed and acceleration _maxSpeed = Game1.RandomNumber.Next(30, 60) / 100f; _acceleration = Game1.RandomNumber.Next(30, 60) / 2000f; var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4); var hittableRectangle = new CBox(EntityPosition, -8, -14, 16, 14, 8); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 4)); AddComponent(HittableComponent.Index, new HittableComponent(hittableRectangle, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 1.25f }); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(AiComponent.Index, aiComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite)); } private void InitMoving() { _animator.Play("walk"); } private void UpdateMoving() { // accelerate _currentSpeed += (float)Math.Pow(_acceleration, Game1.TimeMultiplier); if (_currentSpeed > _maxSpeed) _currentSpeed = _maxSpeed; if (_vecDirection != Vector2.Zero) { var oldPercentage = (float)Math.Pow(0.9f, Game1.TimeMultiplier); var newDirection = _body.VelocityTarget * oldPercentage + _vecDirection * (1 - oldPercentage); newDirection.Normalize(); _body.VelocityTarget = newDirection * _maxSpeed; } else _body.VelocityTarget = Vector2.Zero; _isFollowing = _body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle); if (_isFollowing) { _vecDirection = new Vector2( MapManager.ObjLink.EntityPosition.X - EntityPosition.X, MapManager.ObjLink.EntityPosition.Y - EntityPosition.Y); if (_vecDirection != Vector2.Zero) _vecDirection.Normalize(); } _wasFollowing = _isFollowing; _isFollowing = false; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) _body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, _body.Velocity.Z); return true; } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (_damageState.IsInDamageState()) return Values.HitCollision.None; _damageState.SetDamageState(false); if (damageType == HitType.Boomerang || damageType == HitType.Hookshot) { _body.VelocityTarget = Vector2.Zero; _animator.Play("stunned"); _stunnedState.StartStun(); } _body.Velocity.X = direction.X * 3.0f; _body.Velocity.Y = direction.Y * 3.0f; Game1.GameManager.PlaySoundEffect("D360-09-09"); return Values.HitCollision.Enemy; } private void OnCollision(Values.BodyCollision direction) { // this is used so that the speed is not lost while sliding on a wall // not sure if this could be done better if (_wasFollowing) { if ((direction & Values.BodyCollision.Horizontal) != 0) { var ratio = Math.Abs(_vecDirection.X) / Math.Abs(_vecDirection.Y); if (1 < ratio && ratio < 25) { _vecDirection.X = 0; _vecDirection.Y *= ratio; } } else if ((direction & Values.BodyCollision.Vertical) != 0) { var ratio = Math.Abs(_vecDirection.Y) / Math.Abs(_vecDirection.X); if (1 < ratio && ratio < 25) { _vecDirection.X *= ratio; _vecDirection.Y = 0; } } return; } _body.VelocityTarget = Vector2.Zero; // collide with a wall if ((direction & Values.BodyCollision.Horizontal) != 0) _vecDirection.X = -_vecDirection.X; else if ((direction & Values.BodyCollision.Vertical) != 0) _vecDirection.Y = -_vecDirection.Y; } private void OnHoleAbsorb() { _animator.SpeedMultiplier = 2.0f; _animator.Play("walk"); } } }