using System; 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 EnemyRope : GameObject { private readonly BodyComponent _body; private readonly AiComponent _aiComponent; private readonly Animator _animator; private const float WalkSpeed = 0.5f; private const float RunSpeed = 1.0f; private int _animationDirection; private int _direction; public EnemyRope() : base("rope") { } public EnemyRope(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/rope"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero); _body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8) { MoveCollision = OnCollision, AbsorbPercentage = 0.9f, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.Enemy, AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall | Values.CollisionTypes.DeepWater, FieldRectangle = map.GetField(posX, posY), Drag = 0.85f, }; var stateIdle = new AiState { Init = InitIdle }; stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walk"), 250, 500)); var stateWalk = new AiState(UpdateWalk) { Init = InitWalk }; stateWalk.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000)); var stateRun = new AiState { Init = InitRun }; stateRun.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 650, 750)); _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", stateIdle); _aiComponent.States.Add("walk", stateWalk); _aiComponent.States.Add("run", stateRun); new AiFallState(_aiComponent, _body, OnHoleAbsorb, null); new AiDeepWaterState(_body); var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause() }; _aiComponent.ChangeState("walk"); var damageBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 4); var hittableBox = new CBox(EntityPosition, -8, -15, 0, 16, 15, 8); var pushableBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 8); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush)); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f }); } private void InitIdle() { _body.VelocityTarget = new Vector2(0, 0); _animator.Pause(); } private void InitWalk() { // random new direction _direction = Game1.RandomNumber.Next(0, 4); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed; SetAnimation(_direction); } private void SetAnimation(int moveDirection) { _animator.SpeedMultiplier = 1; // look to the left or to the right if (moveDirection == 0) _animationDirection = -1; else if (moveDirection == 2) _animationDirection = 1; _animator.Play("move_" + _animationDirection); } private void UpdateWalk() { // is the player on the same line horizontally or vertically? var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (playerDirection.Length() < 64 && (Math.Abs(playerDirection.X) < 4 || Math.Abs(playerDirection.Y) < 4)) { if (playerDirection != Vector2.Zero) playerDirection.Normalize(); _direction = AnimationHelper.GetDirection(playerDirection); _body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * RunSpeed; _aiComponent.ChangeState("run"); } } private void InitRun() { SetAnimation(_direction); _animator.SpeedMultiplier = 2; } 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 == "walk") _aiComponent.ChangeState("idle"); } private void OnHoleAbsorb() { _animator.SpeedMultiplier = 3f; _animator.Continue(); } } }