mirror of
https://github.com/Phantop/LADXHD.git
synced 2025-09-01 03:14:56 +00:00
375 lines
14 KiB
C#
375 lines
14 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.GameObjects.Things;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Bosses
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{
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class BossGenieBottle : GameObject
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{
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private readonly BossGenie _objGenie;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly DamageFieldComponent _damageField;
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private readonly AiTriggerSwitch _aiDamageSwitch;
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private readonly BoxCollisionComponent _collisionComponent;
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private readonly AnimationComponent _animationComponent;
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private readonly CarriableComponent _carriableComponent;
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private readonly AiDamageState _damageState;
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private readonly Vector2 _spawnTargetPosition;
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private const float SpawnMoveSpeed = 0.5f;
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private const float FollowSpeed = 0.75f;
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private const int Lives = 3;
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private bool _showedStunnedMessage;
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public BossGenieBottle() : base("genie") { }
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public BossGenieBottle(Map.Map map, int posX, int posY, string saveKey) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -32, 16, 32);
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_spawnTargetPosition = new Vector2(EntityPosition.X, EntityPosition.Y + 24);
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if (!string.IsNullOrWhiteSpace(saveKey) && Game1.GameManager.SaveManager.GetString(saveKey) == "1")
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{
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// respawn the heart if the player died after he killed the boss without collecting the heart
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SpawnHeart();
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IsDead = true;
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return;
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}
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// add the genie to the map
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_objGenie = new BossGenie(map, saveKey, new Vector3(EntityPosition.X, EntityPosition.Y, 0), this);
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map.Objects.SpawnObject(_objGenie);
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_animator = AnimatorSaveLoad.LoadAnimator("Nightmares/genie bottle");
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_animator.Play("idle");
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var sprite = new CSprite(EntityPosition);
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_animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
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_body = new BodyComponent(EntityPosition, -5, -10, 10, 10, 8)
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{
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CollisionTypes = Values.CollisionTypes.Normal,
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Bounciness = 0.0f,
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Gravity = -0.15f,
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Drag = 0.65f,
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DragAir = 1.0f,
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MoveCollision = OnCollision,
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FieldRectangle = Map.GetField(posX, posY, 16)
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};
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var hittableBox = new CBox(EntityPosition, -8, -16, 0, 16, 16, 8, true);
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var pushableBox = new CBox(EntityPosition, -8, -16, 0, 16, 16, 8, true);
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var damageCollider = new CBox(EntityPosition, -7, -14, 14, 14, 8);
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var carryRectangle = new CRectangle(EntityPosition, new Rectangle(-8, -16, 16, 16));
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var stateIdle = new AiState(UpdateIdle);
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var stateTriggered = new AiState();
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stateTriggered.Trigger.Add(new AiTriggerCountdown(500, null, () => _aiComponent.ChangeState("spawn")));
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var stateSpawn = new AiState(UpdateSpawn) { Init = InitSpawn };
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var stateSpawnDelay = new AiState { Init = InitSpawnDelay };
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stateSpawnDelay.Trigger.Add(new AiTriggerCountdown(3300, null, EndSpawnDelay));
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var stateReturnDelay = new AiState();
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stateReturnDelay.Trigger.Add(new AiTriggerCountdown(800, null, EndSpawnDelay));
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var stateSpawned = new AiState();
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var stateFollow = new AiState(UpdateFollow) { Init = InitFollow };
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var stateStunned = new AiState(UpdateStunned);
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stateStunned.Trigger.Add(new AiTriggerCountdown(2500, null, () => _aiComponent.ChangeState("shaking")));
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var stateShaking = new AiState();
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stateShaking.Trigger.Add(new AiTriggerCountdown(600, TickShake, ShakeEnd));
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var stateGrabbed = new AiState();
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var stateReturn = new AiState(UpdateReturn) { Init = InitReturn };
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var stateThrown = new AiState(UpdateThrown);
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_aiComponent = new AiComponent();
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_aiComponent.Trigger.Add(_aiDamageSwitch = new AiTriggerSwitch(500));
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("triggered", stateTriggered);
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_aiComponent.States.Add("spawn", stateSpawn);
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_aiComponent.States.Add("spawnDelay", stateSpawnDelay);
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_aiComponent.States.Add("returnDelay", stateReturnDelay);
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_aiComponent.States.Add("spawned", stateSpawned);
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_aiComponent.States.Add("follow", stateFollow);
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_aiComponent.States.Add("stunned", stateStunned);
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_aiComponent.States.Add("shaking", stateShaking);
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_aiComponent.States.Add("grabbed", stateGrabbed);
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_aiComponent.States.Add("return", stateReturn);
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_aiComponent.States.Add("thrown", stateThrown);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, Lives) { MoveBody = false, OnDeath = OnDeath, BossHitSound = true };
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_aiComponent.ChangeState("idle");
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AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { IsActive = false });
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(CarriableComponent.Index, _carriableComponent = new CarriableComponent(carryRectangle, CarryInit, CarryUpdate, CarryThrow) { IsActive = false });
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AddComponent(BaseAnimationComponent.Index, _animationComponent);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(CollisionComponent.Index, _collisionComponent = new BoxCollisionComponent(pushableBox, Values.CollisionTypes.Enemy) { IsActive = false });
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 12, ShadowHeight = 6 });
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}
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private void UpdateIdle()
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{
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// player entered the room?
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if (_body.FieldRectangle.Contains(MapManager.ObjLink.BodyRectangle))
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{
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Game1.GameManager.StartDialogPath("d2_boss");
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_aiComponent.ChangeState("triggered");
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}
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}
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private void UpdateStunned()
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{
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// show the message one time
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if (_body.IsGrounded && !_showedStunnedMessage)
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{
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_showedStunnedMessage = true;
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Game1.GameManager.StartDialogPath("d2_boss_2");
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}
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}
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private void OnDeath(bool pieceOfPower)
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{
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// spawn the genie
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_objGenie.AttackSpawn(new Vector3(EntityPosition.X, EntityPosition.Y + 38, 27));
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// remove the bottle from the map
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Map.Objects.DeleteObjects.Add(this);
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Game1.GameManager.PlaySoundEffect("D378-41-29");
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}
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public void StartFollowing()
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{
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_aiComponent.ChangeState("follow");
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}
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private void EndSpawnDelay()
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{
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// spawn the genie
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_objGenie.Spawn(new Vector3(EntityPosition.X, EntityPosition.Y + 1, 27));
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_aiComponent.ChangeState("spawned");
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}
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private void InitSpawnDelay()
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{
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_collisionComponent.IsActive = true;
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}
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private void InitReturn()
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{
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_animator.Play("wobble");
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// make sure to not get blocked by the lamps
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_body.CollisionTypes = Values.CollisionTypes.None;
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}
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private void UpdateReturn()
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{
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var direction = _spawnTargetPosition - EntityPosition.Position;
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if (!MoveTowards(direction))
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{
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_body.CollisionTypes = Values.CollisionTypes.Normal;
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_aiComponent.ChangeState("returnDelay");
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}
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}
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private Vector3 CarryInit()
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{
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_aiComponent.ChangeState("grabbed");
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_carriableComponent.IsActive = false;
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_body.IsActive = false;
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return new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z);
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}
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private bool CarryUpdate(Vector3 newPosition)
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{
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EntityPosition.Set(newPosition);
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return true;
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}
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private void CarryThrow(Vector2 velocity)
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{
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_aiComponent.ChangeState("thrown");
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_body.Bounciness = 0.65f;
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_body.DragAir = 0.99f;
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_body.IsGrounded = false;
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_body.JumpStartHeight = 0;
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_body.IsActive = true;
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_body.Velocity = new Vector3(velocity.X, velocity.Y, 0) * 0.85f;
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}
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private void UpdateThrown()
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{
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// stopped without hitting a wall?
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if (_body.Velocity.Length() < 0.1f)
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{
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_aiComponent.ChangeState("return");
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}
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}
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private void InitSpawn()
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{
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_animator.Play("wobble");
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}
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private void UpdateSpawn()
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{
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var direction = _spawnTargetPosition - EntityPosition.Position;
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if (!MoveTowards(direction))
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_aiComponent.ChangeState("spawnDelay");
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}
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private bool MoveTowards(Vector2 direction)
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{
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// jump
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if (_body.IsGrounded)
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{
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_body.Velocity.Z = 1.25f;
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Game1.GameManager.PlaySoundEffect("D360-32-20");
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}
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// move towards the target position
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if (direction.Length() > SpawnMoveSpeed * Game1.TimeMultiplier)
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{
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direction.Normalize();
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_body.VelocityTarget = direction * SpawnMoveSpeed;
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}
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else
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{
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EntityPosition.Set(_spawnTargetPosition);
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_body.VelocityTarget = Vector2.Zero;
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return false;
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}
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return true;
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}
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private void InitFollow()
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{
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_collisionComponent.IsActive = false;
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_damageField.IsActive = true;
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_animator.Play("wobble");
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}
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private void UpdateFollow()
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{
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if (!_body.IsGrounded || _body.Velocity.Z > 0)
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return;
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_body.Velocity.X = 0;
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_body.Velocity.Y = 0;
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// jump
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_body.Velocity.Z = 1.25f;
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Game1.GameManager.PlaySoundEffect("D360-32-20");
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// follow the player
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var direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - 4);
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if (direction != Vector2.Zero)
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{
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direction.Normalize();
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_body.VelocityTarget = direction * FollowSpeed;
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}
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}
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private void ToStun(Vector2 velocity)
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{
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_carriableComponent.IsActive = true;
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_damageField.IsActive = false;
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_body.Bounciness = 0f;
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_body.VelocityTarget = Vector2.Zero;
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_body.Velocity = new Vector3(velocity.X, velocity.Y, 2);
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_collisionComponent.IsActive = true;
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_animator.Play("idle");
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_aiComponent.ChangeState("stunned");
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}
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private void TickShake(double time)
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{
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_animationComponent.SpriteOffset.X = (float)Math.Sin(time / 25f);
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_animationComponent.UpdateSprite();
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}
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private void ShakeEnd()
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{
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_animationComponent.SpriteOffset.X = 0;
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_animationComponent.UpdateSprite();
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_carriableComponent.IsActive = false;
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_aiComponent.ChangeState("follow");
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}
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private void SpawnHeart()
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{
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// spawn big heart
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Map.Objects.SpawnObject(new ObjItem(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y, "", "d2_nHeart", "heartMeterFull", null));
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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if (_aiComponent.CurrentStateId == "thrown" &&
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(collision & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
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{
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_aiComponent.ChangeState("return");
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_damageState.OnHit(MapManager.ObjLink, Vector2.Zero, HitType.ThrownObject, 1, false);
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_body.Velocity.X = -_body.Velocity.X * 0.2f;
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_body.Velocity.Y = -_body.Velocity.Y * 0.2f;
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_body.Bounciness = 0.5f;
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}
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}
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private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if (_aiComponent.CurrentStateId == "follow")
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{
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_aiDamageSwitch.Reset();
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ToStun(direction * 0.75f);
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return Values.HitCollision.RepellingParticle;
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}
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if (_aiDamageSwitch.State)
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return Values.HitCollision.RepellingParticle;
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return Values.HitCollision.None;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (type != PushableComponent.PushType.Impact)
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return false;
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if (_aiComponent.CurrentStateId == "follow")
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{
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_body.Velocity = new Vector3(direction.X, direction.Y, 1);
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_body.Bounciness = 0.0f;
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}
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return true;
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}
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}
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} |