mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
200 lines
7.7 KiB
C#
200 lines
7.7 KiB
C#
using System;
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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.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 EnemyHardhatBeetle : GameObject
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{
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private readonly BodyComponent _body;
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private readonly AiStunnedState _stunnedState;
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private readonly Animator _animator;
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private readonly AiDamageState _damageState;
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private Vector2 _vecDirection;
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private float _maxSpeed;
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private float _acceleration;
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private float _currentSpeed;
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private bool _isFollowing;
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private bool _wasFollowing;
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public EnemyHardhatBeetle() : base("hardHatBeetle") { }
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public EnemyHardhatBeetle(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/hardhat beetle");
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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, Vector2.Zero);
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var fieldRectangle = map.GetField(posX, posY);
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_body = new BodyComponent(EntityPosition, -6, -10, 12, 9, 8)
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{
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MoveCollision = OnCollision,
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Drag = 0.875f,
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AvoidTypes = Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall |
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Values.CollisionTypes.DeepWater,
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FieldRectangle = fieldRectangle
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};
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var aiComponent = new AiComponent();
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var stateInit = new AiState();
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stateInit.Trigger.Add(new AiTriggerCountdown(350, null, () => aiComponent.ChangeState("moving")));
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var stateMoving = new AiState(UpdateMoving) { Init = InitMoving };
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aiComponent.States.Add("init", stateInit);
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aiComponent.States.Add("moving", stateMoving);
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_stunnedState = new AiStunnedState(aiComponent, animationComponent, 3300, 900) { SilentStateChange = false };
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_damageState = new AiDamageState(this, _body, aiComponent, sprite, 1);
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new AiDeepWaterState(_body);
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new AiFallState(aiComponent, _body, OnHoleAbsorb, null);
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aiComponent.ChangeState("init");
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// randomize speed and acceleration
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_maxSpeed = Game1.RandomNumber.Next(30, 60) / 100f;
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_acceleration = Game1.RandomNumber.Next(30, 60) / 2000f;
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var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4);
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var hittableRectangle = new CBox(EntityPosition, -8, -14, 16, 14, 8);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 4));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableRectangle, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 1.25f });
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(AiComponent.Index, aiComponent);
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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 InitMoving()
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{
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_animator.Play("walk");
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}
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private void UpdateMoving()
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{
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// accelerate
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_currentSpeed += (float)Math.Pow(_acceleration, Game1.TimeMultiplier);
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if (_currentSpeed > _maxSpeed)
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_currentSpeed = _maxSpeed;
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if (_vecDirection != Vector2.Zero)
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{
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var oldPercentage = (float)Math.Pow(0.9f, Game1.TimeMultiplier);
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var newDirection = _body.VelocityTarget * oldPercentage +
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_vecDirection * (1 - oldPercentage);
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newDirection.Normalize();
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_body.VelocityTarget = newDirection * _maxSpeed;
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}
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else
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_body.VelocityTarget = Vector2.Zero;
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_isFollowing = _body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle);
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if (_isFollowing)
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{
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_vecDirection = new Vector2(
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MapManager.ObjLink.EntityPosition.X - EntityPosition.X,
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MapManager.ObjLink.EntityPosition.Y - EntityPosition.Y);
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if (_vecDirection != Vector2.Zero)
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_vecDirection.Normalize();
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}
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_wasFollowing = _isFollowing;
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_isFollowing = false;
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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 * 1.5f, direction.Y * 1.5f, _body.Velocity.Z);
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return true;
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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 (_damageState.IsInDamageState())
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return Values.HitCollision.None;
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_damageState.SetDamageState(false);
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if (damageType == HitType.Boomerang || damageType == HitType.Hookshot)
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{
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("stunned");
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_stunnedState.StartStun();
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}
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_body.Velocity.X = direction.X * 3.0f;
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_body.Velocity.Y = direction.Y * 3.0f;
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Game1.GameManager.PlaySoundEffect("D360-09-09");
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return Values.HitCollision.Enemy;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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// this is used so that the speed is not lost while sliding on a wall
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// not sure if this could be done better
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if (_wasFollowing)
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{
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if ((direction & Values.BodyCollision.Horizontal) != 0)
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{
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var ratio = Math.Abs(_vecDirection.X) / Math.Abs(_vecDirection.Y);
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if (1 < ratio && ratio < 25)
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{
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_vecDirection.X = 0;
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_vecDirection.Y *= ratio;
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}
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}
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else if ((direction & Values.BodyCollision.Vertical) != 0)
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{
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var ratio = Math.Abs(_vecDirection.Y) / Math.Abs(_vecDirection.X);
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if (1 < ratio && ratio < 25)
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{
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_vecDirection.X *= ratio;
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_vecDirection.Y = 0;
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}
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}
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return;
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}
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_body.VelocityTarget = Vector2.Zero;
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// collide with a wall
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if ((direction & Values.BodyCollision.Horizontal) != 0)
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_vecDirection.X = -_vecDirection.X;
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else if ((direction & Values.BodyCollision.Vertical) != 0)
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_vecDirection.Y = -_vecDirection.Y;
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}
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private void OnHoleAbsorb()
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{
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_animator.SpeedMultiplier = 2.0f;
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_animator.Play("walk");
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}
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}
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} |