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.SaveLoad; using ProjectZ.InGame.Things; using ProjectZ.Base; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyBombite : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiDamageState _damageState; private readonly AiTriggerSwitch _damageCooldown; private readonly CBox _pongCollider; private const float WalkSpeed = 0.5f; private int _direction; public EnemyBombite() : base("bombite") { } public EnemyBombite(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/bombite"); _animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -16)); _body = new BodyComponent(EntityPosition, -6, -12, 12, 11, 8) { MoveCollision = OnCollision, AbsorbPercentage = 0.9f, CollisionTypes = Values.CollisionTypes.Normal, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall, FieldRectangle = map.GetField(posX, posY), Bounciness = 0.25f, Drag = 0.85f, }; var stateIdle = new AiState(); stateIdle.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 250, 500)); var statePong = new AiState(UpdatePong); statePong.Trigger.Add(new AiTriggerCountdown(1100, null, Explode)); statePong.Trigger.Add(new AiTriggerCountdown(750, null, StartBlinking)); _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("pong", statePong); new AiFallState(_aiComponent, _body, OnHoleAbsorb, null); _damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1, false); _aiComponent.Trigger.Add(_damageCooldown = new AiTriggerSwitch(250)); _aiComponent.ChangeState("idle"); ChangeDirection(); var damageBox = new CBox(EntityPosition, -6, -13, 0, 12, 12, 4); _pongCollider = new CBox(EntityPosition, -6, -12, 0, 12, 11, 8); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 4)); 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 UpdatePong() { var hitReturn = Map.Objects.Hit(this, _pongCollider.Box.Center, _pongCollider.Box, HitType.Bomb, 2, false); if (hitReturn == Values.HitCollision.Enemy) Explode(); } private void ChangeDirection() { _direction = Game1.RandomNumber.Next(0, 4); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed; } private void StartBlinking() { _damageState.SetDamageState(); } private void Explode() { // spawn explosion effect var objExplosion = new ObjBomb(Map, EntityPosition.X, EntityPosition.Y, false, false) { DamageEnemies = true }; objExplosion.Explode(); Map.Objects.SpawnObject(objExplosion); Map.Objects.DeleteObjects.Add(this); } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (!_damageCooldown.State || gameObject == this) return Values.HitCollision.None; _damageCooldown.Reset(); if (damageType == HitType.Bomb && !(gameObject is EnemyBombite)) { // spawn a bomb _damageState.SpawnItem = "bomb_1"; return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower); } // hookshot/boomerang freeze _body.FieldRectangle = RectangleF.Empty; if (damageType != HitType.MagicPowder) _body.VelocityTarget = direction * 3; else _body.VelocityTarget = Vector2.Zero; _animator.Play("damage"); _aiComponent.ChangeState("pong"); return Values.HitCollision.Enemy; } 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); return true; } private void OnCollision(Values.BodyCollision direction) { if (_aiComponent.CurrentStateId == "pong") { Game1.GameManager.PlaySoundEffect("D360-09-09"); if ((direction & Values.BodyCollision.Horizontal) != 0) _body.VelocityTarget.X = -_body.VelocityTarget.X; else if ((direction & Values.BodyCollision.Vertical) != 0) _body.VelocityTarget.Y = -_body.VelocityTarget.Y; } } private void OnHoleAbsorb() { _animator.SpeedMultiplier = 3f; _animator.Play("idle"); } } }