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