mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
210 lines
8.4 KiB
C#
210 lines
8.4 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.Base;
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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.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.Enemies
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{
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internal class EnemyCrow : GameObject
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{
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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 AiDamageState _damageState;
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private readonly AiTriggerTimer _followTimer;
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private readonly CBox _damageCollider;
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private readonly CBox _hittableBoxFly;
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private readonly HittableComponent _hittableComponent;
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private readonly Box _activationBox;
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private double _dirRadius;
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private int _dirIndex;
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private bool _goldLeaf;
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private const string _leafSaveKey = "ow_goldLeafCrow";
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public EnemyCrow() : base("crow") { }
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public EnemyCrow(Map.Map map, int posX, int posY, bool goldLeaf) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 12, 0);
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_goldLeaf = goldLeaf;
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if (_goldLeaf)
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EntitySize = new Rectangle(-8, -32, 16, 48);
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else
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EntitySize = new Rectangle(-8, -32, 16, 36);
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// abort spawn if the player already has the leaf
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if (_goldLeaf && Game1.GameManager.SaveManager.GetString(_leafSaveKey) == "1")
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{
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IsDead = true;
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return;
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}
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_activationBox = new Box(posX - 10, posY - 32, 0, 36, 80, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/crow");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -16));
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_body = new BodyComponent(EntityPosition, -6, -14, 12, 14, 8)
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{
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CollisionTypes = Values.CollisionTypes.None,
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IgnoreHoles = true,
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IgnoresZ = true
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};
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var stateWaiting = new AiState(UpdateWaiting);
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stateWaiting.Trigger.Add(new AiTriggerRandomTime(UpdateLookDirection, 250, 750));
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var stateStart = new AiState(UpdateStart) { Init = InitStart };
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var stateFlying = new AiState(UpdateFlying);
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stateFlying.Trigger.Add(_followTimer = new AiTriggerTimer(1000));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("waiting", stateWaiting);
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_aiComponent.States.Add("start", stateStart);
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_aiComponent.States.Add("flying", stateFlying);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2, true, false);
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if (_goldLeaf)
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_damageState.OnDeath = OnDeath;
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_damageState.IsActive = false;
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_aiComponent.ChangeState("waiting");
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_damageCollider = new CBox(EntityPosition, -6, -14, 0, 12, 14, 4, true);
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var hittableBox = new CBox(EntityPosition, -8, -32, 0, 16, _goldLeaf ? 48 : 36, 8);
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_hittableBoxFly = new CBox(EntityPosition, -6, -15, 0, 12, 14, 8, true);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(_damageCollider, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, _hittableComponent = new HittableComponent(hittableBox, OnHit));
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AddComponent(PushableComponent.Index, new PushableComponent(_damageCollider, OnPush));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerTop));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
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}
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private void OnDeath(bool pieceofpower)
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{
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection != Vector2.Zero)
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playerDirection.Normalize();
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playerDirection *= 2.25f;
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// spawn the golden leaf jumping towards the player
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var objLeaf = new ObjItem(Map, 0, 0, null, _leafSaveKey, "goldLeaf", null, true);
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objLeaf.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, EntityPosition.Z));
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objLeaf.SetVelocity(new Vector3(playerDirection.X, playerDirection.Y, 1.5f));
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objLeaf.Collectable = false;
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Map.Objects.SpawnObject(objLeaf);
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_damageState.BaseOnDeath(pieceofpower);
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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 (damageType == HitType.MagicPowder)
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return Values.HitCollision.None;
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if (damageType == HitType.Bow || damageType == HitType.MagicRod)
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damage /= 2;
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// start attacking?
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if (_aiComponent.CurrentStateId == "waiting" && (damageType == HitType.Bomb || damageType == HitType.ThrownObject))
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{
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_aiComponent.ChangeState("start");
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return Values.HitCollision.None;
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}
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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private void UpdateLookDirection()
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{
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection.Length() > 96)
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return;
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_dirIndex = MapManager.ObjLink.PosX < EntityPosition.X - _dirIndex * 4 ? -1 : 1;
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_animator.Play("idle_" + _dirIndex);
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}
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private void UpdateWaiting()
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{
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// activate the crow
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if (!_goldLeaf && MapManager.ObjLink._body.BodyBox.Box.Intersects(_activationBox))
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_aiComponent.ChangeState("start");
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}
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private void InitStart()
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{
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_hittableComponent.HittableBox = _hittableBoxFly;
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}
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private void UpdateStart()
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{
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_animator.Play("fly_" + _dirIndex);
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EntityPosition.Set(new Vector3(
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EntityPosition.X,
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EntityPosition.Y,
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EntityPosition.Z + 0.5f * Game1.TimeMultiplier));
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if (EntityPosition.Z >= 15)
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{
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EntityPosition.Z = 15;
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_aiComponent.ChangeState("flying");
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_damageState.IsActive = true;
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_dirRadius = Math.Atan2(MapManager.ObjLink.PosY - EntityPosition.Y, MapManager.ObjLink.PosX - EntityPosition.X);
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}
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}
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private void UpdateFlying()
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{
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var direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - EntityPosition.Z);
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var directionRadius = Math.Atan2(direction.Y, direction.X);
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if (direction.Length() < 80)
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{
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var followSpeed = 0.02f;
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if (directionRadius < _dirRadius - followSpeed || _followTimer.State)
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_dirRadius -= followSpeed * Game1.TimeMultiplier;
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else if (directionRadius > _dirRadius + followSpeed)
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_dirRadius += followSpeed * Game1.TimeMultiplier;
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}
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var velocity = new Vector2((float)Math.Cos(_dirRadius), (float)Math.Sin(_dirRadius));
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_body.VelocityTarget = velocity * 1.25f;
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_dirIndex = velocity.X < 0 ? -1 : 1;
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_animator.Play("fly_" + _dirIndex);
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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 (_aiComponent.CurrentStateId == "waiting")
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return false;
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if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction * 1.75f, _body.Velocity.Z);
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return true;
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}
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}
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} |