mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
276 lines
9.8 KiB
C#
276 lines
9.8 KiB
C#
using System;
|
|
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.Map;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|
{
|
|
class EnemyGreenZol : GameObject
|
|
{
|
|
private readonly BodyComponent _body;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly CSprite _sprite;
|
|
private readonly Animator _animator;
|
|
private readonly AiDamageState _damageState;
|
|
private readonly DamageFieldComponent _damageField;
|
|
private readonly AnimationComponent _animationComponent;
|
|
|
|
private readonly bool _fallMode;
|
|
|
|
private int _jumpsLeft;
|
|
private bool _pushable = false;
|
|
|
|
public EnemyGreenZol() : base("green zol") { }
|
|
|
|
public EnemyGreenZol(Map.Map map, int posX, int posY, int posZ, bool fallMode) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(posX + 8, posY + 13, posZ);
|
|
EntitySize = new Rectangle(-8, -24, 16, 24);
|
|
|
|
_fallMode = fallMode;
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/green zol");
|
|
_animator.Play("walk_1");
|
|
|
|
_sprite = new CSprite(EntityPosition);
|
|
_animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-6, -16));
|
|
|
|
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
|
|
{
|
|
AbsorbPercentage = 1,
|
|
AvoidTypes = Values.CollisionTypes.NPCWall |
|
|
Values.CollisionTypes.DeepWater,
|
|
Gravity = -0.15f,
|
|
Bounciness = 0f,
|
|
Drag = 0.85f
|
|
};
|
|
|
|
var stateInit = new AiState();
|
|
// small delay before possibility of spawning; needed for situation where the enemy is directly at the door
|
|
stateInit.Trigger.Add(new AiTriggerCountdown(450, null, () => _aiComponent.ChangeState("notSpawned")));
|
|
var stateHidden = new AiState();
|
|
stateHidden.Trigger.Add(new AiTriggerCountdown(2000, null, () => _aiComponent.ChangeState("notSpawned")));
|
|
var stateNotSpawned = new AiState(UpdateNotSpawned);
|
|
var stateSpawning = new AiState(UpdateSpawning);
|
|
var stateFalling = new AiState(UpdateFalling);
|
|
var stateJumping = new AiState(UpdateJumping);
|
|
var stateWaiting = new AiState(UpdateWaiting);
|
|
stateWaiting.Trigger.Add(new AiTriggerRandomTime(WaitingTrigger, 750, 1250));
|
|
var stateShaking = new AiState();
|
|
stateShaking.Trigger.Add(new AiTriggerCountdown(500, ShakingTick, ShakingEnd));
|
|
var stateDespawning = new AiState(UpdateDespawning);
|
|
var stateSpawnDelay = new AiState();
|
|
stateSpawnDelay.Trigger.Add(new AiTriggerCountdown(450, null, EndSpawnDelay));
|
|
|
|
_aiComponent = new AiComponent();
|
|
_aiComponent.States.Add("init", stateInit);
|
|
_aiComponent.States.Add("notSpawned", stateNotSpawned);
|
|
_aiComponent.States.Add("hidden", stateHidden);
|
|
_aiComponent.States.Add("spawning", stateSpawning);
|
|
_aiComponent.States.Add("fall", stateFalling);
|
|
_aiComponent.States.Add("jumping", stateJumping);
|
|
_aiComponent.States.Add("waiting", stateWaiting);
|
|
_aiComponent.States.Add("shaking", stateShaking);
|
|
_aiComponent.States.Add("despawning", stateDespawning);
|
|
_aiComponent.States.Add("spawnDelay", stateSpawnDelay);
|
|
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1);
|
|
new AiFallState(_aiComponent, _body, null, null, 250);
|
|
new AiDeepWaterState(_body);
|
|
|
|
_aiComponent.ChangeState("init");
|
|
|
|
var damageBox = new CBox(EntityPosition, -6, -11, 0, 12, 11, 4);
|
|
var hittableBox = new CBox(EntityPosition, -6, -11, 0, 12, 11, 8, true);
|
|
|
|
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2));
|
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, _damageState.OnHit));
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(AiComponent.Index, _aiComponent);
|
|
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
|
|
AddComponent(BaseAnimationComponent.Index, _animationComponent);
|
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
|
|
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite));
|
|
|
|
if (_fallMode)
|
|
InitFalling();
|
|
else
|
|
{
|
|
_body.IsActive = false;
|
|
_damageState.IsActive = false;
|
|
_damageField.IsActive = false;
|
|
_sprite.IsVisible = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Function used by the chest to stay in the air for a little bit before falling down
|
|
/// </summary>
|
|
public void SpawnDelay()
|
|
{
|
|
_body.IgnoresZ = true;
|
|
_animator.Play("idle");
|
|
_sprite.IsVisible = true;
|
|
_aiComponent.ChangeState("spawnDelay");
|
|
}
|
|
|
|
private void EndSpawnDelay()
|
|
{
|
|
_damageState.IsActive = true;
|
|
_damageField.IsActive = true;
|
|
_body.IsActive = true;
|
|
_body.IgnoresZ = false;
|
|
_body.IsGrounded = false;
|
|
|
|
_jumpsLeft = Game1.RandomNumber.Next(3, 5);
|
|
ToJump();
|
|
}
|
|
|
|
private void InitFalling()
|
|
{
|
|
_body.IsGrounded = false;
|
|
_animator.Play("jump");
|
|
_aiComponent.ChangeState("jumping");
|
|
_sprite.Color = Color.Transparent;
|
|
}
|
|
|
|
private void UpdateNotSpawned()
|
|
{
|
|
var distVec = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
|
|
|
|
// spawn?
|
|
if (distVec.Length() < 32)
|
|
ToSpawning();
|
|
}
|
|
|
|
private void ToSpawning()
|
|
{
|
|
_jumpsLeft = Game1.RandomNumber.Next(3, 5);
|
|
_animator.Play("spawn");
|
|
_sprite.IsVisible = true;
|
|
|
|
_aiComponent.ChangeState("spawning");
|
|
}
|
|
|
|
private void UpdateSpawning()
|
|
{
|
|
// fall down
|
|
if (!_animator.IsPlaying)
|
|
ToFalling();
|
|
}
|
|
|
|
private void ToFalling()
|
|
{
|
|
Game1.GameManager.PlaySoundEffect("D360-36-24");
|
|
|
|
_pushable = true;
|
|
_body.IsActive = true;
|
|
_damageState.IsActive = true;
|
|
_damageField.IsActive = true;
|
|
|
|
// fall down
|
|
EntityPosition.Z = 5;
|
|
|
|
_animator.Play("idle");
|
|
_aiComponent.ChangeState("fall");
|
|
}
|
|
|
|
private void UpdateFalling()
|
|
{
|
|
if (_body.IsGrounded)
|
|
_aiComponent.ChangeState("shaking");
|
|
}
|
|
|
|
private void UpdateWaiting()
|
|
{
|
|
_animator.Play("idle");
|
|
}
|
|
|
|
private void WaitingTrigger()
|
|
{
|
|
if (_jumpsLeft <= 0 && !_fallMode)
|
|
ToDespawn();
|
|
else
|
|
ToJump();
|
|
}
|
|
|
|
private void ToJump()
|
|
{
|
|
_jumpsLeft--;
|
|
|
|
_aiComponent.ChangeState("jumping");
|
|
_animator.Play("jump");
|
|
|
|
Game1.GameManager.PlaySoundEffect("D360-36-24");
|
|
|
|
var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
|
if (vecDirection != Vector2.Zero)
|
|
vecDirection.Normalize();
|
|
vecDirection *= 0.75f;
|
|
|
|
_body.VelocityTarget = new Vector2(vecDirection.X, vecDirection.Y);
|
|
_body.Velocity.Z = 1.5f;
|
|
}
|
|
|
|
private void UpdateJumping()
|
|
{
|
|
_sprite.Color = Color.White * MathF.Min((100 - EntityPosition.Z) / 10f, 1);
|
|
|
|
if (_body.IsGrounded)
|
|
{
|
|
_body.VelocityTarget = Vector2.Zero;
|
|
_aiComponent.ChangeState("waiting");
|
|
}
|
|
}
|
|
|
|
private void ShakingTick(double time)
|
|
{
|
|
var shakeState = (float)Math.Sin(time / 25f);
|
|
_animationComponent.SpriteOffset.X = -6 + shakeState;
|
|
_animationComponent.UpdateSprite();
|
|
}
|
|
|
|
private void ShakingEnd()
|
|
{
|
|
_animationComponent.SpriteOffset.X = -6;
|
|
_animationComponent.UpdateSprite();
|
|
_aiComponent.ChangeState("waiting");
|
|
}
|
|
|
|
private void ToDespawn()
|
|
{
|
|
_aiComponent.ChangeState("despawning");
|
|
_animator.Play("despawn");
|
|
|
|
_pushable = false;
|
|
_body.IsActive = false;
|
|
_damageState.IsActive = false;
|
|
_damageField.IsActive = false;
|
|
}
|
|
|
|
private void UpdateDespawning()
|
|
{
|
|
// hide
|
|
if (_animator.IsPlaying)
|
|
return;
|
|
|
|
_sprite.IsVisible = false;
|
|
_aiComponent.ChangeState("hidden");
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
if (!_pushable || type != PushableComponent.PushType.Impact)
|
|
return false;
|
|
|
|
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
|
|
return true;
|
|
}
|
|
}
|
|
} |