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 System; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemySpear : GameObject { private readonly Animator _animator; private readonly AiComponent _aiComponent; private readonly DamageFieldComponent _damageField; private readonly BodyComponent _body; private readonly CSprite _drawComponent; private readonly BodyDrawComponent _bodyDrawComponent; private readonly ShadowBodyDrawComponent _shadowBody; private Vector2 _startPosition; private float _despawnPercentage = 1; private int _despawnTime = 500; private int dir; private Point[] _collisionBoxSize = { new Point(12, 4), new Point(4, 12), new Point(12, 4), new Point(4, 12) }; public EnemySpear(Map.Map map, Vector3 position, Vector2 velocity) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(position); EntitySize = new Rectangle(-8, -8, 16, 16); _startPosition = EntityPosition.Position; dir = AnimationHelper.GetDirection(velocity); _animator = AnimatorSaveLoad.LoadAnimator("Objects/spear"); _animator.Play(dir.ToString()); _drawComponent = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(_animator, _drawComponent, Vector2.Zero); _body = new BodyComponent(EntityPosition, -_collisionBoxSize[dir].X / 2, -_collisionBoxSize[dir].Y / 2, _collisionBoxSize[dir].X, _collisionBoxSize[dir].Y, 8) { CollisionTypes = Values.CollisionTypes.Normal, MoveCollision = OnCollision, VelocityTarget = velocity, Bounciness = 0.35f, Drag = 0.75f, IgnoreHeight = true, IgnoresZ = true, }; var damageCollider = new CBox(EntityPosition, -5, -5, 0, 10, 10, 4, true); var stateDespawn = new AiState() { Init = InitDespawn }; stateDespawn.Trigger.Add(new AiTriggerCountdown(_despawnTime, TickDespawn, () => TickDespawn(0))); _aiComponent = new AiComponent(); _aiComponent.States.Add("idle", new AiState(UpdateIdle)); _aiComponent.States.Add("despawn", stateDespawn); _aiComponent.ChangeState("idle"); AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamage = OnDamage }); AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit)); AddComponent(BodyComponent.Index, _body); AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 0.2f }); AddComponent(AiComponent.Index, _aiComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, _bodyDrawComponent = new BodyDrawComponent(_body, _drawComponent, Values.LayerPlayer) { Gras = false }); AddComponent(DrawShadowComponent.Index, _shadowBody = new ShadowBodyDrawComponent(EntityPosition)); } public override void Init() { Game1.GameManager.PlaySoundEffect("D378-10-0A"); } private void UpdateIdle() { // start falling down? var distance = _startPosition - EntityPosition.Position; if (MathF.Abs(distance.X) > 112 || Math.Abs(distance.Y) > 96) _body.IgnoresZ = false; } private void InitDespawn() { _body.IgnoresZ = false; _damageField.IsActive = false; _bodyDrawComponent.Gras = true; _animator.Play("rotate"); _animator.SetFrame((dir + 1) % 4); Game1.GameManager.PlaySoundEffect("D360-07-07"); } private void TickDespawn(double time) { _despawnPercentage = (float)(time / (_despawnTime / 2)); if (_despawnPercentage > 1) _despawnPercentage = 1; _drawComponent.Color = Color.White * _despawnPercentage; _shadowBody.Transparency = _despawnPercentage; if (time <= 0) Map.Objects.DeleteObjects.Add(this); } private bool OnDamage() { Map.Objects.DeleteObjects.Add(this); return _damageField.DamagePlayer(); } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (_despawnPercentage < 1) return false; if (_aiComponent.CurrentStateId != "despawn") _aiComponent.ChangeState("despawn"); _body.Velocity = new Vector3(direction.X * 0.25f, direction.Y * 0.25f, 1.5f); _body.VelocityTarget = Vector2.Zero; return true; } private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower) { if (_despawnPercentage < 1) return Values.HitCollision.None; if (_aiComponent.CurrentStateId != "despawn") _aiComponent.ChangeState("despawn"); _body.Velocity = new Vector3(direction.X, direction.Y, 1.5f); _body.VelocityTarget = Vector2.Zero; return Values.HitCollision.Enemy; } private void OnCollision(Values.BodyCollision direction) { if (_aiComponent.CurrentStateId == "despawn") return; _aiComponent.ChangeState("despawn"); if ((direction & Values.BodyCollision.Floor) != 0) _body.Velocity = new Vector3(_body.VelocityTarget.X * 0.75f, _body.VelocityTarget.Y * 0.75f, 1.5f); else _body.Velocity = new Vector3(-_body.VelocityTarget.X * 0.25f, -_body.VelocityTarget.Y * 0.25f, 1.5f); _body.VelocityTarget = Vector2.Zero; } } }