mirror of
https://github.com/Phantop/LADXHD.git
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160 lines
6.6 KiB
C#
160 lines
6.6 KiB
C#
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.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 EnemyMoblinPig : 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 Vector2[] _shotOffset =
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{
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new Vector2(-8, -1),new Vector2(0, -3),
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new Vector2(8, -1),new Vector2(0, 2)
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};
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private float _moveSpeed = 0.5f;
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private int _direction;
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public EnemyMoblinPig() : base("moblinPig") { }
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public EnemyMoblinPig(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/moblinPig");
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_animator.Play("stand_3");
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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 stateInit = new AiState();
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stateInit.Trigger.Add(new AiTriggerCountdown(750, null, () => _aiComponent.ChangeState("walking")));
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var stateWalk = new AiState { Init = InitWalking };
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stateWalk.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 550, 850));
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var stateIdle = new AiState { Init = InitIdle };
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stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 300, 500));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("init", stateInit);
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_aiComponent.States.Add("walking", stateWalk);
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_aiComponent.States.Add("idle", stateIdle);
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new AiFallState(_aiComponent, _body, OnHoleAbsorb);
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var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() };
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// start in a waiting state changing to the walking state after a certain amount of time
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_aiComponent.ChangeState("init");
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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, -15, 14, 15, 8);
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var pushableBox = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.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 InitIdle()
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{
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_animator.Play("stand_" + _direction);
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_body.VelocityTarget = Vector2.Zero;
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ThrowSpear();
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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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_animator.Play("walk_" + _direction);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _moveSpeed;
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}
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private void ThrowSpear()
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{
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if (Game1.RandomNumber.Next(0, 2) == 0)
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return;
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// shoot if the player is in the range and in the right direction
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection.Length() < 128)
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{
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if (playerDirection != Vector2.Zero)
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playerDirection.Normalize();
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var direction = AnimationHelper.GetDirection(playerDirection);
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if (direction == _direction)
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{
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var box = Box.Empty;
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if (!Map.Objects.Collision(new Box(
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EntityPosition.X + _shotOffset[_direction].X - 4,
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EntityPosition.Y + _shotOffset[_direction].Y - 4, 0, 8, 8, 8),
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Box.Empty, Values.CollisionTypes.Normal, 0, _body.Level, ref box))
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{
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// shoot
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var shot = new EnemySpear(Map, new Vector3(
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EntityPosition.X + _shotOffset[_direction].X,
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EntityPosition.Y + _shotOffset[_direction].Y, 3),
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AnimationHelper.DirectionOffset[_direction] * 2f);
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Map.Objects.SpawnObject(shot);
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}
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}
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}
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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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_animator.Play("walk_" + _direction);
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}
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}
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} |