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 { internal class ObjFrog : GameObject { private readonly Animator _animator; private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly AiTriggerSwitch _hitCooldown; private int _direction; public ObjFrog(Map.Map map, int posX, int posY) : base(map) { SprEditorImage = Resources.SprNpCs; EditorIconSource = new Rectangle(84, 28, 14, 12); EntityPosition = new CPosition(posX + 8, posY + 16, 0); EntitySize = new Rectangle(-8, -16, 16, 16); _body = new BodyComponent(EntityPosition, -6, -8, 12, 8, 8) { MoveCollision = OnCollision, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall, FieldRectangle = map.GetField(posX, posY), MaxJumpHeight = 4f, DragAir = 0.99f, Drag = 0.85f, Gravity = -0.15f }; _animator = AnimatorSaveLoad.LoadAnimator("NPCs/frog"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -12)); _hitCooldown = new AiTriggerSwitch(250); var stateSitInit = new AiState(); stateSitInit.Trigger.Add(new AiTriggerRandomTime(ToJump, 125, 1000)); stateSitInit.Trigger.Add(_hitCooldown); var stateSit = new AiState(); stateSit.Trigger.Add(_hitCooldown); stateSit.Trigger.Add(new AiTriggerRandomTime(ToJump, 750, 1500)); var stateJump = new AiState(UpdateJump); stateJump.Trigger.Add(_hitCooldown); _aiComponent = new AiComponent(); _aiComponent.States.Add("sitInit", stateSitInit); _aiComponent.States.Add("sit", stateSit); _aiComponent.States.Add("jump", stateJump); // start by locking into a random direction _direction = Game1.RandomNumber.Next(0, 4); _animator.Play("sit_" + _direction); _aiComponent.ChangeState("sitInit"); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(AnimationComponent.Index, animationComponent); //AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Normal)); AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush)); AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit)); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite)); } private void ToSit() { _aiComponent.ChangeState("sit"); // stop and wait _body.Velocity = Vector3.Zero; _animator.Play("sit_" + _direction); } private void ToJump() { _aiComponent.ChangeState("jump"); // change the direction var rotation = Game1.RandomNumber.Next(0, 628) / 100f; var direction = new Vector2( (float)Math.Sin(rotation), (float)Math.Cos(rotation)) * Game1.RandomNumber.Next(25, 40) / 50f; _direction = AnimationHelper.GetDirection(direction); _body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, 1.75f); _animator.Play("jump_" + _direction); } private void UpdateJump() { // finished jumping if (_body.IsGrounded) ToSit(); } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (!_hitCooldown.State) return Values.HitCollision.None; _hitCooldown.Reset(); _body.Velocity.X += direction.X * 4.0f; _body.Velocity.Y += direction.Y * 4.0f; return Values.HitCollision.Blocking; } private void OnCollision(Values.BodyCollision moveCollision) { if (_aiComponent.CurrentStateId != "jump") return; // repel after wall collision if (moveCollision.HasFlag(Values.BodyCollision.Horizontal)) _body.Velocity.X *= -0.25f; else if (moveCollision.HasFlag(Values.BodyCollision.Vertical)) _body.Velocity.Y *= -0.25f; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) _body.Velocity = new Vector3(direction * 1.25f, _body.Velocity.Z); return true; } } }