using System; using Microsoft.Xna.Framework; 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.SaveLoad; using ProjectZ.InGame.Things; using ProjectZ.InGame.GameObjects.Dungeon; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyGhiniGiant : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private readonly AiDamageState _damageState; private readonly DamageFieldComponent _damageField; private readonly CSprite _sprite; private Rectangle _fieldRectangle; private Vector2 _velocity; private Vector2 _vecDirection; private double _direction; private float _rotationDirection; private float _dirChangeCount; private float _transparency; private int _flyHeight = 7; public EnemyGhiniGiant() : base("giant ghini") { } public EnemyGhiniGiant(Map.Map map, int posX, int posY, bool spawnAnimation) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 16 + 7, spawnAnimation ? 0 : _flyHeight); EntitySize = new Rectangle(-16, -(30 + _flyHeight), 32, 30 + _flyHeight); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/ghiniGiant"); _animator.Play("fly_1"); _sprite = new CSprite(EntityPosition) { Color = spawnAnimation ? Color.Transparent : Color.White }; var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-16, -30)); _fieldRectangle = map.GetField(posX, posY, 16); _body = new BodyComponent(EntityPosition, -12, -30, 24, 30, 8) { CollisionTypes = Values.CollisionTypes.None, IgnoreHoles = true, IgnoresZ = true, }; var stateSpawning = new AiState(UpdateSpawning); var stateFlying = new AiState(UpdateFlying); _aiComponent = new AiComponent(); _aiComponent.States.Add("spawning", stateSpawning); _aiComponent.States.Add("flying", stateFlying); _aiComponent.ChangeState(spawnAnimation ? "spawning" : "flying"); var damageBox = new CBox(EntityPosition, -12, -28, 0, 24, 26, 8, true); var hittableBox = new CBox(EntityPosition, -13, -29, 0, 26, 28, 8, true); _damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 8, true, false) { OnDeath = OnDeath, IsActive = !spawnAnimation }; AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 4) { IsActive = !spawnAnimation }); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new ShadowBodyDrawComponent(EntityPosition) { ShadowWidth = 24, ShadowHeight = 6 }); } private void UpdateSpawning() { _transparency = AnimationHelper.MoveToTarget(_transparency, 1, Game1.TimeMultiplier * 0.15f); _sprite.Color = Color.White * _transparency; EntityPosition.Z += Game1.TimeMultiplier * 0.25f; if (EntityPosition.Z >= _flyHeight) { EntityPosition.Z = _flyHeight; _aiComponent.ChangeState("flying"); _damageState.IsActive = true; _damageField.IsActive = true; } } private void UpdateFlying() { _dirChangeCount -= Game1.DeltaTime; // change the direction if (_dirChangeCount <= 0) { var newDirection = Game1.RandomNumber.Next(0, 628) / 100f; _vecDirection = new Vector2((float)Math.Cos(newDirection), (float)Math.Sin(newDirection)); _direction = newDirection; // new direction + new rotation speed _dirChangeCount = Game1.RandomNumber.Next(600, 1200); _rotationDirection = Game1.RandomNumber.Next(-100, 100) / 1000f; } _velocity *= (float)Math.Pow(0.95f, Game1.TimeMultiplier); _velocity += new Vector2((float)Math.Cos(_direction), (float)Math.Sin(_direction)) * 0.025f * Game1.TimeMultiplier; _direction += _rotationDirection * Game1.TimeMultiplier; _velocity += _vecDirection * 0.025f * Game1.TimeMultiplier; if ((EntityPosition.X < _fieldRectangle.X && _vecDirection.X < 0) || (EntityPosition.X > _fieldRectangle.X + _fieldRectangle.Width && _vecDirection.X > 0)) { _vecDirection.X = -Math.Sign(_vecDirection.X); _vecDirection.Y = 0; _dirChangeCount += 500; _direction = 1; } if ((EntityPosition.Y < _fieldRectangle.Y && _vecDirection.Y < 0) || (EntityPosition.Y > _fieldRectangle.Y + _fieldRectangle.Height && _vecDirection.Y > 0)) { _vecDirection.X = 0; _vecDirection.Y = -Math.Sign(_vecDirection.Y); _dirChangeCount += 500; } _body.VelocityTarget = _velocity; _animator.Play("fly_" + (_body.VelocityTarget.X < 0 ? -1 : 1)); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { if (type == HitType.MagicPowder) return Values.HitCollision.None; if (type == HitType.Bomb || type == HitType.Bow || type == HitType.MagicRod) damage *= 2; return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower); } private void OnDeath(bool pieceOfPower) { if (Game1.RandomNumber.Next(0, 100) < 75) { _damageState.SpawnItems = false; // spawns a fairy Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, (int)EntityPosition.Z)); } _damageState.BaseOnDeath(pieceOfPower); } } }