LADXHD/InGame/GameObjects/Enemies/EnemyCrab.cs
2023-12-14 17:21:22 -05:00

101 lines
4.4 KiB
C#

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;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyCrab : GameObject
{
private readonly Animator _animator;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private int _currentDirection;
public EnemyCrab() : base("crab") { }
public EnemyCrab(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/crab");
_animator.Play("walk");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
var fieldRectangle = map.GetField(posX, posY);
_body = new BodyComponent(EntityPosition, -7, -10, 14, 10, 8)
{
MoveCollision = OnCollision,
CollisionTypes =
Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy |
Values.CollisionTypes.Player,
AvoidTypes = Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
FieldRectangle = fieldRectangle,
Bounciness = 0.25f,
Drag = 0.85f
};
var stateWalkingV = new AiState(() => { });
stateWalkingV.Trigger.Add(new AiTriggerRandomTime(ToWalking, 250, 750));
var stateWalkingH = new AiState(() => { });
stateWalkingH.Trigger.Add(new AiTriggerRandomTime(ToWalking, 1000, 1500));
_aiComponent = new AiComponent();
_aiComponent.States.Add("walkingV", stateWalkingV);
_aiComponent.States.Add("walkingH", stateWalkingH);
var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() };
ToWalking();
var hittableRectangle = new CBox(EntityPosition, -8, -15, 16, 15, 8);
var damageCollider = new CBox(EntityPosition, -8, -11, 0, 16, 11, 4);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableRectangle, damageState.OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void ToWalking()
{
_currentDirection = Game1.RandomNumber.Next(0, 4);
_aiComponent.ChangeState("walking" + (_currentDirection % 2 == 0 ? "H" : "V"));
// change the direction the crab is walking
var speed = _currentDirection % 2 == 0 ? 1.0f : 0.33f;
_body.VelocityTarget = AnimationHelper.DirectionOffset[_currentDirection] * speed;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
// change direction after collisions
if (direction.HasFlag(Values.BodyCollision.Horizontal))
_body.VelocityTarget.X = -_body.VelocityTarget.X * 0.5f;
else if (direction == Values.BodyCollision.Vertical)
_body.VelocityTarget.Y = -_body.VelocityTarget.Y * 0.5f;
}
}
}