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.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyGopongaFlowerGiant : GameObject { private readonly Animator _animator; private readonly AiDamageState _aiDamageState; public EnemyGopongaFlowerGiant() : base("giant goponga flower") { } public EnemyGopongaFlowerGiant(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 16, posY + 16, 0); EntitySize = new Rectangle(-16, -16, 32, 32); _animator = AnimatorSaveLoad.LoadAnimator("Enemies/goponga flower giant"); _animator.OnAnimationFinished = AnimationFinished; _animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-16, -16)); var body = new BodyComponent(EntityPosition, -14, -12, 28, 28, 8) { IgnoresZ = true }; var collisionBox = new CBox(EntityPosition, -15, -13, 30, 28, 8); var hittableBox = new CBox(EntityPosition, -15, -13, 30, 28, 8); var damageBox = new CBox(EntityPosition, -16, -14, 32, 30, 8); var aiComponent = new AiComponent(); aiComponent.States.Add("idle", new AiState(() => { })); _aiDamageState = new AiDamageState(this, body, aiComponent, sprite, 4) { HitMultiplierX = 0, HitMultiplierY = 0, FlameOffset = new Point(0, -8) }; aiComponent.ChangeState("idle"); AddComponent(AiComponent.Index, aiComponent); AddComponent(CollisionComponent.Index, new BoxCollisionComponent(collisionBox, Values.CollisionTypes.Enemy)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 4)); AddComponent(BodyComponent.Index, body); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(body, sprite, Values.LayerPlayer) { WaterOutline = false }); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { // only bowwow can attack if (type != HitType.BowWow && type != HitType.Hookshot && type != HitType.MagicRod && type != HitType.Boomerang) return Values.HitCollision.Blocking; if (type != HitType.BowWow && (type == HitType.MagicRod || damage >= _aiDamageState.CurrentLives)) { _aiDamageState.HitMultiplierX = 4; _aiDamageState.HitMultiplierY = 4; } return _aiDamageState.OnHit(originObject, direction, type, damage, pieceOfPower); } private void AnimationFinished() { // start attacking the player? if (_animator.CurrentAnimation.Id == "idle") { var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (playerDistance.Length() < 128) { _animator.Play("pre_attack"); // shoot fireball Map.Objects.SpawnObject(new EnemyFireball(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 0.8f)); return; } // continue with the idle animation and don't start an attack _animator.Play("idle"); } } } }