using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.GameObjects.Base.Components.AI; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Things; using ProjectZ.InGame.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; using System; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyMonkey : GameObject { private readonly CSprite _sprite; private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private const int FadeTime = 125; private float _fleeCounter = 1500; private int _throwState; private int _bombCountdown = 5; private bool _fleeing; public EnemyMonkey() : base("monkey enemy") { } public EnemyMonkey(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 33, 17); EntitySize = new Rectangle(-16, -38, 32, 38); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/monkey"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero); _body = new BodyComponent(EntityPosition, -8, -16, 16, 16, 8) { IgnoresZ = true, DragAir = 1, Gravity = -0.125f, CollisionTypes = Values.CollisionTypes.None }; var stateIdle = new AiState { Init = InitIdle }; stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("throwL"), 1000, 1500)); var stateThrowL = new AiState { Init = InitThrow }; stateThrowL.Trigger.Add(new AiTriggerCountdown(666, null, () => _aiComponent.ChangeState("throwR"))); var stateThrowR = new AiState { Init = InitThrow }; stateThrowR.Trigger.Add(new AiTriggerCountdown(666, null, () => _aiComponent.ChangeState("idle"))); var stateFall = new AiState(UpdateFall) { Init = InitFall }; var stateJump = new AiState(UpdateJump) { Init = InitJump }; var stateFlee = new AiState(UpdateFlee); _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("throwL", stateThrowL); _aiComponent.States.Add("throwR", stateThrowR); _aiComponent.States.Add("fall", stateFall); _aiComponent.States.Add("jump", stateJump); _aiComponent.States.Add("flee", stateFlee); _aiComponent.ChangeState("idle"); var hitBox = new CBox(posX - 8, posY, 0, 32, 32, 8); AddComponent(HittableComponent.Index, new HittableComponent(hitBox, OnHit)); 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)); } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (!_fleeing && (damageType & HitType.PegasusBootsPush) != 0) { _fleeing = true; _body.IgnoresZ = false; _body.IsGrounded = false; _body.Velocity = new Vector3(direction.X * 0.35f, 0.75f, 1.75f); _aiComponent.ChangeState("fall"); } return Values.HitCollision.None; } private void InitIdle() { _animator.Play("idle"); } private void InitThrow() { // is the player close enough? var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (direction.Y < -32 || Math.Abs(direction.X) > 64 || direction.Length() > 128) { _aiComponent.ChangeState("idle"); return; } Game1.GameManager.PlaySoundEffect("D360-08-08"); _body.VelocityTarget = new Vector2(0, 0); _animator.Play("throw" + (_throwState == 0 ? "l" : "r")); _throwState = (_throwState + 1) % 2; var throwDirection = new Vector3(_throwState == 0 ? 0.5f : -0.5f, 0.75f, 1.75f); _bombCountdown--; if (_bombCountdown >= 0) { // spawn a nut Map.Objects.SpawnObject(new EnemyNut(Map, new Vector3(EntityPosition.X, EntityPosition.Y, 20), throwDirection)); } else { // spawn a bomb var bomb = new ObjBomb(Map, 0, 0, false, true); bomb.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, 20)); bomb.Body.Velocity = throwDirection; bomb.Body.Gravity = -0.1f; bomb.Body.DragAir = 1.0f; bomb.Body.Bounciness = 0.25f; Map.Objects.SpawnObject(bomb); _bombCountdown = Game1.RandomNumber.Next(10, 16); } } private void InitFall() { _animator.Play("fall"); } private void UpdateFall() { if (_body.IsGrounded) _aiComponent.ChangeState("jump"); } private void InitJump() { _animator.Play("idle"); _body.IsGrounded = false; _body.Velocity = new Vector3(0, 0, 2.0f); Game1.GameManager.PlaySoundEffect("D370-20-14"); } private void UpdateJump() { if (_body.IsGrounded) _aiComponent.ChangeState("flee"); } private void UpdateFlee() { _fleeCounter -= Game1.DeltaTime; _sprite.Color = Color.White * Math.Clamp(_fleeCounter / FadeTime, 0, 1); if (_fleeCounter <= 0) { Map.Objects.DeleteObjects.Add(this); return; } if (_body.IsGrounded) { var direction = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position; if (direction != Vector2.Zero) direction.Normalize(); // jump away from the player _body.Velocity = new Vector3(direction.X * 1.25f, direction.Y * 1.25f, 1.25f); Game1.GameManager.PlaySoundEffect("D370-20-14"); } } } }