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.GameObjects.Dungeon; using ProjectZ.InGame.GameObjects.Things; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.MidBoss { internal class MBossRollingBones : GameObject { private readonly MBossBone _bone; private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly AiDamageState _damageState; private readonly CSprite _sprite; private readonly Animator _animator; private readonly string _triggerKey; private readonly string _saveKey; private const float MoveSpeed = 1.2f; private const int Lives = 8; private Vector2 _moveDirection; private float _roomMiddle; private float _deathCount; private float _burstCounter; private int _jumpCount; public MBossRollingBones() : base("rolling bones") { } public MBossRollingBones(Map.Map map, int posX, int posY, string triggerKey, string saveKey) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 16, 0); EntitySize = new Rectangle(-12, -30, 24, 32); _triggerKey = triggerKey; _saveKey = saveKey; if (!string.IsNullOrEmpty(_saveKey) && Game1.GameManager.SaveManager.GetString(_saveKey) == "1") { IsDead = true; return; } _animator = AnimatorSaveLoad.LoadAnimator("MidBoss/mbossOneBoss"); _animator.Play("walk"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-10, -23)); _body = new BodyComponent(EntityPosition, -9, -12, 18, 12, 8) { Drag = 0.65f, DragAir = 0.75f, Gravity = -0.15f, MoveCollision = OnMoveCollision, FieldRectangle = map.GetField(posX, posY) }; _roomMiddle = _body.FieldRectangle.Center.Y + 4; var stateWaiting = new AiState(); var stateInitJump = new AiState(UpdateInitJump); var stateIdle = new AiState(UpdateIdle); stateIdle.Trigger.Add(new AiTriggerCountdown(300, null, () => _aiComponent.ChangeState("jumping"))); var stateJumping = new AiState(UpdateJumping) { Init = InitJump }; var statePushing = new AiState(); statePushing.Trigger.Add(new AiTriggerCountdown(500, null, ToPushed)); var statePushed = new AiState(UpdatePushed); var stateBlink = new AiState(); stateBlink.Trigger.Add(new AiTriggerCountdown(1000, UpdateBlink, () => _aiComponent.ChangeState("death"))); var stateDeath = new AiState(UpdateDeath); stateDeath.Trigger.Add(new AiTriggerCountdown(2000, UpdateBlink, RemoveObject)); _aiComponent = new AiComponent(); _aiComponent.States.Add("waiting", stateWaiting); _aiComponent.States.Add("initJump", stateInitJump); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("jumping", stateJumping); _aiComponent.States.Add("pushing", statePushing); _aiComponent.States.Add("pushed", statePushed); _aiComponent.States.Add("blink", stateBlink); _aiComponent.States.Add("death", stateDeath); _damageState = new AiDamageState(this, _body, _aiComponent, _sprite, Lives, false, false) { OnDeath = OnDeath }; _aiComponent.ChangeState("waiting"); var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 8, true); var hittableBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 8, true); if (!string.IsNullOrEmpty(_triggerKey)) AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged)); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 4)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 16, ShadowHeight = 6 }); // check if we are on the left or the right side of the room int boneOffset = 0; if (posX > _body.FieldRectangle.X + Values.FieldWidth / 2) { _moveDirection.X = -MoveSpeed; _animator.Play("idle_0"); boneOffset = 80; } else { _moveDirection.X = MoveSpeed; _animator.Play("idle_1"); boneOffset = 32; } _bone = new MBossBone(map, posX, posY, boneOffset); map.Objects.SpawnObject(_bone); } private void OnMoveCollision(Values.BodyCollision collision) { if ((collision & Values.BodyCollision.Floor) != 0) { Game1.GameManager.PlaySoundEffect("D360-32-20"); } } private void KeyChanged() { // activate the boss after entering the room if (_aiComponent.CurrentStateId == "waiting" && Game1.GameManager.SaveManager.GetString(_triggerKey) == "1") { // start boss music Game1.GameManager.SetMusic(79, 2); _aiComponent.ChangeState("initJump"); } } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) { _body.Velocity.X += direction.X * 0.35f; _body.Velocity.Y += direction.Y * 0.35f; } return true; } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (_damageState.IsInDamageState() || _aiComponent.CurrentStateId == "death") return Values.HitCollision.None; if (damageType == HitType.Bomb || damageType == HitType.Bow || damageType == HitType.MagicRod) damage *= 2; // different drag than needed for the jumps _body.DragAir = 0.75f; return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } private void UpdateIdle() { _animator.Play("idle_" + (_moveDirection.X < 0 ? 0 : 1)); } private void InitJump() { // jump to the top or to the bottom? if (EntityPosition.Y > _roomMiddle) _moveDirection.Y = -0.5f; else _moveDirection.Y = 0.5f; _body.DragAir = 1.0f; _body.Velocity = new Vector3(_moveDirection.X, _moveDirection.Y, 2); _body.IsGrounded = false; _animator.Play("jump_" + (_moveDirection.X < 0 ? 0 : 1)); } private void UpdateInitJump() { if (_body.IsGrounded) { if (_jumpCount < 3) { _jumpCount++; if (EntityPosition.Y > _roomMiddle) _moveDirection.Y = -0.5f; else _moveDirection.Y = 0.5f; _body.DragAir = 1.0f; _body.Velocity = new Vector3(_moveDirection.X * 0.375f, _moveDirection.Y * 0.375f, 1.0f); _body.IsGrounded = false; } else { _aiComponent.ChangeState("pushing"); } } } private void UpdateJumping() { // landed after a jump? if (_body.IsGrounded) { if ((_body.LastVelocityCollision & Values.BodyCollision.Horizontal) != 0 && Math.Sign(_body.Velocity.X) == Math.Sign(_moveDirection.X)) { _aiComponent.ChangeState("pushing"); _moveDirection.X = -_moveDirection.X; _body.Velocity.X = -_body.Velocity.X * 0.125f; _animator.Play("idle_" + (_moveDirection.X < 0 ? 0 : 1)); return; } _aiComponent.ChangeState("idle"); } } private void ToPushed() { // push the bar _bone.Push(_moveDirection.X < 0 ? 0 : 1); _animator.Play("push_" + (_moveDirection.X < 0 ? 0 : 1)); _aiComponent.ChangeState("pushed"); } private void UpdatePushed() { // finished pushing if (!_animator.IsPlaying) _aiComponent.ChangeState("idle"); } private void UpdateBlink(double time) { _sprite.SpriteShader = time % 133 < 66 ? Resources.DamageSpriteShader0 : null; } private void UpdateDeath() { _burstCounter -= Game1.DeltaTime; if (_burstCounter < 0) { _burstCounter += 150; Game1.GameManager.PlaySoundEffect("D378-19-13"); } _deathCount += Game1.DeltaTime; if (_deathCount > 100) _deathCount -= 100; else return; var posX = (int)EntityPosition.X + Game1.RandomNumber.Next(0, 32) - 8 - 16; var posY = (int)EntityPosition.Y - (int)EntityPosition.Z + Game1.RandomNumber.Next(0, 32) - 16 - 16; // spawn explosion effect Map.Objects.SpawnObject(new ObjAnimator(Map, posX, posY, Values.LayerBottom, "Particles/spawn", "run", true)); } private void RemoveObject() { if (!string.IsNullOrEmpty(_saveKey)) Game1.GameManager.SaveManager.SetString(_saveKey, "1"); // stop boss music Game1.GameManager.SetMusic(-1, 2); Game1.GameManager.PlaySoundEffect("D360-27-1B"); Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 8)); Map.Objects.DeleteObjects.Add(this); _bone.Delete(); } private void OnDeath(bool pieceOfPower) { Game1.GameManager.PlaySoundEffect("D370-16-10"); _aiComponent.ChangeState("blink"); _damageState.IsActive = false; } } }