mirror of
https://github.com/Phantop/LADXHD.git
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154 lines
5.9 KiB
C#
154 lines
5.9 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 EnemyGibdo : 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 readonly AiDamageState _damageState;
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private readonly AiStunnedState _aiStunnedState;
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private const float MoveSpeed = 0.5f;
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private int _direction;
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public EnemyGibdo() : base("gibdo") { }
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public EnemyGibdo(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/gibdo");
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_animator.Play("idle");
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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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_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
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{
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MoveCollision = OnCollision,
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CollisionTypes = Values.CollisionTypes.Normal |
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Values.CollisionTypes.Enemy,
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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Bounciness = 0.25f,
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Drag = 0.85f
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};
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var stateWalking = new AiState { Init = InitWalking };
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stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walk"), 550, 850));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("walk", stateWalking);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 6, false)
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{
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HitMultiplierX = 1.0f,
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HitMultiplierY = 1.0f,
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OnDeath = OnDeath,
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OnBurn = () => _animator.Pause()
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};
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_aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900);
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new AiFallState(_aiComponent, _body, OnHoleAbsorb);
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_aiComponent.ChangeState("walk");
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var damageBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 4);
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var pushableBox = new CBox(EntityPosition, -6, -13, 0, 12, 13, 4);
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var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 4));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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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 Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if (damageType == HitType.Bomb)
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damage = 3;
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if (damageType == HitType.Boomerang)
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damage = 2;
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if (damageType == HitType.Bow)
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damage = 1;
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if (damageType == HitType.Hookshot)
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{
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_body.VelocityTarget = Vector2.Zero;
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_body.Velocity.X += direction.X * 0.75f;
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_body.Velocity.Y += direction.Y * 0.75f;
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_aiStunnedState.StartStun();
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_animator.Pause();
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return Values.HitCollision.Enemy;
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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 OnDeath(bool pieceOfPower)
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{
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if (Map == null)
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return;
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if (_aiComponent.CurrentStateId == "burning")
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{
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Map.Objects.DeleteObjects.Add(this);
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// spawn the stalfos orange
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Map.Objects.SpawnObject(new EnemyStalfosOrange(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 16, true));
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}
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else
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{
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_damageState.BaseOnDeath(pieceOfPower);
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}
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}
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private void InitWalking()
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{
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_animator.Play("idle");
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// walk into a random direction
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_direction = Game1.RandomNumber.Next(0, 4);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * MoveSpeed;
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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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{
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_body.Velocity.X = direction.X * 0.75f;
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_body.Velocity.Y = direction.Y * 0.75f;
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}
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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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if ((direction & Values.BodyCollision.Horizontal) != 0)
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_body.VelocityTarget.X = -_body.VelocityTarget.X;
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if ((direction & Values.BodyCollision.Vertical) != 0)
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
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}
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private void OnHoleAbsorb()
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{
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_animator.SpeedMultiplier = 3f;
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}
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}
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} |