using System; using Microsoft.Xna.Framework; using ProjectZ.Base; 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 EnemySpikedBeetle : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AnimationComponent _animationComponent; private readonly AiDamageState _damageState; private Vector2 _velocityTarget; private float _walkSpeed = 0.5f; private float _runSpeed = 1.5f; private bool _playerInsideField; public EnemySpikedBeetle() : base("spiked beetle") { } public EnemySpikedBeetle(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/spiked beetle"); _animator.Play("walk"); var sprite = new CSprite(EntityPosition); _animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16)); var fieldRectangle = map.GetField(posX, posY); _body = new BodyComponent(EntityPosition, -6, -10, 12, 9, 8) { MoveCollision = OnCollision, Drag = 0.8f, Gravity = -0.1f, Bounciness = 0.5f, CollisionTypes = Values.CollisionTypes.Normal, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall | Values.CollisionTypes.DeepWater, FieldRectangle = fieldRectangle }; var stateWalking = new AiState(UpdateAttack); stateWalking.Trigger.Add(new AiTriggerRandomTime(ToWaiting, 750, 1000)); var stateWaiting = new AiState(UpdateAttack); stateWaiting.Trigger.Add(new AiTriggerRandomTime(ToWalking, 750, 1000)); var stateBack = new AiState(); stateBack.Trigger.Add(new AiTriggerCountdown(5000, BackTick, BackEnd)); var stateRushing = new AiState(); var stateStunned = new AiState(); stateStunned.Trigger.Add(new AiTriggerCountdown(1000, null, ToWalking)); _aiComponent = new AiComponent(); _aiComponent.States.Add("walking", stateWalking); _aiComponent.States.Add("rushing", stateRushing); _aiComponent.States.Add("waiting", stateWaiting); _aiComponent.States.Add("stunned", stateStunned); _aiComponent.States.Add("back", stateBack); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2); new AiFallState(_aiComponent, _body, OnAbsorption, null, 250); new AiDeepWaterState(_body); // random start position/state ToWalking(); var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4); var hittableBox = new CBox(EntityPosition, -8, -14, 16, 14, 8); var pushableBox = new CBox(EntityPosition, -7, -13, 14, 13, 8); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BodyComponent.Index, _body); AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush)); AddComponent(BaseAnimationComponent.Index, _animationComponent); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 10, ShadowHeight = 5 }); } private void Update() { if (_body.FieldRectangle.Contains(MapManager.ObjLink.BodyRectangle)) _playerInsideField = true; } private void ToWaiting() { _animator.Play("walk"); _animator.IsPlaying = false; _aiComponent.ChangeState("waiting"); _velocityTarget = Vector2.Zero; _body.VelocityTarget = Vector2.Zero; } private void ToWalking() { _animator.Play("walk"); _aiComponent.ChangeState("walking"); var dir = Game1.RandomNumber.Next(0, 4); _velocityTarget = AnimationHelper.DirectionOffset[dir] * _walkSpeed; } private void ToBack() { _animator.Play("back"); _aiComponent.ChangeState("back"); _body.VelocityTarget = Vector2.Zero; _velocityTarget = Vector2.Zero; } private void BackTick(double time) { // start shaking if (time <= 2000) { _animationComponent.SpriteOffset.X = -8 + (float)Math.Sin(time / 25f); _animationComponent.UpdateSprite(); } } private void BackEnd() { _animationComponent.SpriteOffset.X = -8; _animationComponent.UpdateSprite(); _body.Velocity.Z = 1.5f; ToWalking(); } private void ToRushing(int direction) { _body.VelocityTarget = AnimationHelper.DirectionOffset[direction] * _runSpeed; _aiComponent.ChangeState("rushing"); _animator.Play("walk"); } private void UpdateAttack() { var oldPercentage = (float)Math.Pow(0.9f, Game1.TimeMultiplier); _body.VelocityTarget = _body.VelocityTarget * oldPercentage + _velocityTarget * (1 - oldPercentage); if (!_playerInsideField) return; var collisionRectangles = new RectangleF[4]; collisionRectangles[0] = new RectangleF(EntityPosition.X - 128, EntityPosition.Y - 5, 128, 2); collisionRectangles[1] = new RectangleF(EntityPosition.X, EntityPosition.Y - 128, 2, 128); collisionRectangles[2] = new RectangleF(EntityPosition.X, EntityPosition.Y - 5, 128, 2); collisionRectangles[3] = new RectangleF(EntityPosition.X, EntityPosition.Y, 2, 128); for (var i = 0; i < collisionRectangles.Length; i++) if (collisionRectangles[i].Intersects(MapManager.ObjLink.BodyRectangle)) { ToRushing(i); break; } _playerInsideField = false; } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (_damageState.IsInDamageState()) return Values.HitCollision.None; _body.DragAir = 0.9f; if (_aiComponent.CurrentStateId == "back") return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); if (damageType == HitType.ThrownObject) { _body.Velocity = new Vector3(direction.X * 0.5f, direction.Y * 0.5f, 1.0f); ToBack(); return Values.HitCollision.Enemy; } if (_aiComponent.CurrentStateId == "stunned") { _damageState.SetDamageState(false); _body.Velocity = new Vector3(direction.X * 2.5f, direction.Y * 2.5f, 0); return Values.HitCollision.RepellingParticle; } _aiComponent.ChangeState("stunned"); _body.Velocity = new Vector3(direction.X * 2.5f, direction.Y * 2.5f, 0); _body.VelocityTarget = Vector2.Zero; _velocityTarget = Vector2.Zero; _animator.IsPlaying = false; return Values.HitCollision.RepellingParticle; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) { _body.DragAir = 0.975f; if (_aiComponent.CurrentStateId != "back") { _body.Velocity = new Vector3(direction.X * 0.75f, direction.Y * 0.75f, 1.5f); ToBack(); } else { _body.Velocity = new Vector3(direction.X * 1.0f, direction.Y * 1.0f, _body.Velocity.Z); } } return true; } private void OnCollision(Values.BodyCollision direction) { if (_aiComponent.CurrentStateId == "stunned") return; // stop rushing if (_aiComponent.CurrentStateId == "rushing") { _aiComponent.ChangeState("waiting"); return; } // collide with a wall if ((direction & Values.BodyCollision.Horizontal) != 0 && Math.Sign(_body.VelocityTarget.X) == Math.Sign(_velocityTarget.X)) _velocityTarget.X = -_velocityTarget.X; else if ((direction & Values.BodyCollision.Vertical) != 0 && Math.Sign(_body.VelocityTarget.Y) == Math.Sign(_velocityTarget.Y)) _velocityTarget.Y = -_velocityTarget.Y; } private void OnAbsorption() { _animator.SpeedMultiplier = 1.5f; } } }