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.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyBeetle : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiFallState _aiFallState; private readonly AiTriggerRandomTime _directionChangeCounter; private readonly AiDamageState _damageState; private float _walkSpeed = 0.5f; private int _direction; private bool _finishedSpawning; public EnemyBeetle() : base("beetle") { } public EnemyBeetle(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 14, 0); EntitySize = new Rectangle(-8, -16, 16, 16); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/beetle"); _animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -11)); _body = new BodyComponent(EntityPosition, -5, -8, 10, 8, 8) { AbsorbPercentage = 0.9f, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.Enemy | Values.CollisionTypes.Player, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall, HoleOnPull = OnHolePull, AbsorbStop = 0, FieldRectangle = map.GetField(posX, posY), Bounciness = 0.25f, Drag = 0.85f, MoveCollision = OnMoveCollision }; var stateMoving = new AiState(); stateMoving.Trigger.Add(_directionChangeCounter = new AiTriggerRandomTime(ChangeDirection, 500, 750)); _aiComponent = new AiComponent(); _aiComponent.States.Add("moving", stateMoving); // AiFallState sets the HoleAbsorb function _aiFallState = new AiFallState(_aiComponent, _body, OnHoleAbsorb, null); _body.HoleAbsorb = OnHoleAbsorb; var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; playerDirection.Normalize(); _body.VelocityTarget = playerDirection * _walkSpeed; _aiComponent.ChangeState("moving"); var damageCollider = new CBox(EntityPosition, -6, -10, 0, 12, 10, 4); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush)); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f }); } private void OnMoveCollision(Values.BodyCollision collision) { _directionChangeCounter.CurrentTime *= 0.5f; _body.VelocityTarget = Vector2.Zero; } private void OnHolePull(Vector2 direction, float percentage) { if (!_finishedSpawning) { _body.HoleAbsorption *= 0.25f; _body.SpeedMultiply = 1.0f; if (percentage == 0) { _finishedSpawning = true; ChangeDirection(); } } } private void OnHoleAbsorb() { if (_finishedSpawning) { _animator.SpeedMultiplier = 2f; _aiFallState.OnHoleAbsorb(); } else { _body.HoleAbsorption *= 0.25f; _body.SpeedMultiply = 1.0f; } } private void ChangeDirection() { // random start position/state _direction = Game1.RandomNumber.Next(0, 4); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _walkSpeed; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) _body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z); _finishedSpawning = true; return true; } public Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { // make sure to fall into the hole after getting burned while coming out _finishedSpawning = true; return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } } }