mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
175 lines
7.2 KiB
C#
175 lines
7.2 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 EnemyIronMask : 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 float _moveSpeed = 0.5f;
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private float _moveSpeedUnprotected = 0.75f;
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private int _direction;
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private bool _isUnprotected;
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public EnemyIronMask() : base("iron mask") { }
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public EnemyIronMask(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/iron mask");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -15));
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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 stateIdle = new AiState { Init = InitIdle };
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stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 350, 750));
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var stateWalking = new AiState { Init = InitWalking };
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stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000));
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var stateStunned = new AiState { Init = InitStunned };
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stateStunned.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 1000, 1200));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("stunned", stateStunned);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() };
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new AiFallState(_aiComponent, _body, OnHoleAbsorb);
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new AiDeepWaterState(_body);
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_aiComponent.ChangeState("idle");
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// stand in a random direction
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_direction = Game1.RandomNumber.Next(0, 4);
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_animator.Play("walk_" + _direction);
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_animator.IsPlaying = false;
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var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4);
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var hittableBox = new CBox(EntityPosition, -7, -14, 14, 14, 8);
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var pushableBox = new CBox(EntityPosition, -7, -12, 14, 12, 8);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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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 void InitStunned()
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{
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if (!_isUnprotected)
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_animator.IsPlaying = false;
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_body.VelocityTarget = Vector2.Zero;
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}
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private void InitIdle()
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{
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if (!_isUnprotected)
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_animator.IsPlaying = false;
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_body.VelocityTarget = Vector2.Zero;
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}
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private void InitWalking()
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{
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ChangeDirection();
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}
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private void ChangeDirection()
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{
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// random new direction
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_direction = Game1.RandomNumber.Next(0, 4);
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if (!_isUnprotected)
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_animator.Play("walk_" + _direction);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] *
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(_isUnprotected ? _moveSpeedUnprotected : _moveSpeed);
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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// can be hit if the damage source is coming from the back
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var dir = AnimationHelper.GetDirection(direction);
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if (!_isUnprotected && type == HitType.Hookshot && dir == (_direction + 2) % 4 &&
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_aiComponent.CurrentStateId != "stunned")
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{
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_isUnprotected = true;
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_animator.Play("unprotected");
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_damageState.SetDamageState(false);
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return Values.HitCollision.Repelling;
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}
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// throw objects will kill him directly
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if (type == HitType.ThrownObject || type == HitType.Bomb || type == HitType.MagicPowder || type == HitType.MagicRod)
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return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
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// gets attacked from behind or is unprotected?
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if (dir == (_direction) % 4 || _isUnprotected || type == HitType.Hookshot)
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return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
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// gets attacked from behind/sides by a bow
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if ((dir != (_direction + 2) % 4) && (type == HitType.Bow || type == HitType.Boomerang))
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return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
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if (_aiComponent.CurrentStateId != "stunned")
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{
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_body.Velocity = new Vector3(direction, 0);
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_aiComponent.ChangeState("stunned");
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}
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return Values.HitCollision.RepellingParticle;
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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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if (_aiComponent.CurrentStateId != "walking")
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return;
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// stop walking
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_aiComponent.ChangeState("idle");
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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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if (!_isUnprotected)
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_animator.Play("walk_" + _direction);
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}
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}
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} |