using System; using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.GameObjects.Base.Components.AI; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.NPCs { class ObjBowWowSmall : GameObject { private readonly Animator _animator; private readonly AiComponent _aiComponent; private readonly BodyComponent _body; private readonly AiTriggerSwitch _changeDirectionSwitch; private string _traded; private string _name; private int _direction; public ObjBowWowSmall() : base("smallBowWow") { } public ObjBowWowSmall(Map.Map map, int posX, int posY, string name) : base(map) { EntityPosition = new CPosition(posX + 8, posY + 16, 0); EntitySize = new Rectangle(-8, -16, 16, 16); _name = name; _body = new BodyComponent(EntityPosition, -5, -8, 10, 8, 8) { MoveCollision = OnCollision, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall, FieldRectangle = map.GetField(posX, posY), Gravity = -0.15f }; OnKeyChange(); _animator = AnimatorSaveLoad.LoadAnimator("NPCs/bowWowSmall"); _animator.Play("walk_" + _traded + "0"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero); var stateIdle = new AiState(); stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1500)); var stateWalking = new AiState(UpdateWalking) { Init = InitWalk }; stateWalking.Trigger.Add(new AiTriggerRandomTime(ToIdle, 750, 1500)); stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250)); _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("walking", stateWalking); _aiComponent.ChangeState(Game1.RandomNumber.Next(0, 10) < 5 ? "idle" : "walking"); if (!string.IsNullOrEmpty(_name)) { var interactionBox = new CBox(EntityPosition, -8, -16, 16, 16, 8); AddComponent(InteractComponent.Index, new InteractComponent(interactionBox, Interact)); } AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(CollisionComponent.Index, new BoxCollisionComponent(_body.BodyBox, Values.CollisionTypes.Normal)); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite)); AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush)); AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit)); AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange)); } private void OnKeyChange() { // show the ribbon on the head? _traded = (_name == "bowWow3" && Game1.GameManager.SaveManager.GetString("trade1") == "1") ? "r_" : ""; } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { _body.Velocity.X += direction.X; _body.Velocity.Y += direction.Y; return Values.HitCollision.Blocking; } private void ToIdle() { _aiComponent.ChangeState("idle"); // stop and wait _body.VelocityTarget.X = 0; _body.VelocityTarget.Y = 0; } private void InitWalk() { // change the direction var rotation = Game1.RandomNumber.Next(0, 628) / 100f; _body.VelocityTarget = new Vector2( (float)Math.Sin(rotation), (float)Math.Cos(rotation)) * Game1.RandomNumber.Next(25, 40) / 50f; _direction = _body.VelocityTarget.X < 0 ? 0 : 1; _animator.Play("walk_" + _traded + _direction); } private void UpdateWalking() { // jump up and down while walking if (_body.IsGrounded) _body.Velocity.Z = 0.85f; } private void OnCollision(Values.BodyCollision moveCollision) { // rotate after wall collision // top collision if (moveCollision.HasFlag(Values.BodyCollision.Horizontal)) { if (!_changeDirectionSwitch.State) return; _changeDirectionSwitch.Reset(); _body.VelocityTarget.X = -_body.VelocityTarget.X * 0.5f; _direction = (_direction + 1) % 2; _animator.Play("walk_" + _traded + _direction); } // vertical collision else if (moveCollision.HasFlag(Values.BodyCollision.Vertical)) { _body.VelocityTarget.Y = -_body.VelocityTarget.Y * 0.5f; } } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { // push bowwow away _body.Velocity = new Vector3(direction.X, direction.Y, 0) * 0.65f; if (_aiComponent.CurrentStateId == "walking") return false; _aiComponent.ChangeState("walking"); var offsetAngle = MathHelper.ToRadians(Game1.RandomNumber.Next(45, 85) * (_direction * 2 - 1)); var newDirection = new Vector2( direction.X * (float)Math.Cos(offsetAngle) - direction.Y * (float)Math.Sin(offsetAngle), direction.X * (float)Math.Sin(offsetAngle) + direction.Y * (float)Math.Cos(offsetAngle)) * 0.5f; _body.VelocityTarget = newDirection; _direction = _body.VelocityTarget.X < 0 ? 0 : 1; _animator.Play("walk_" + _traded + _direction); return true; } private bool Interact() { Game1.GameManager.PlaySoundEffect("D370-24-18"); Game1.GameManager.StartDialogPath(_name); return true; } } }