mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
235 lines
8.5 KiB
C#
235 lines
8.5 KiB
C#
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
|
|
{
|
|
internal class EnemyMoblinSword : GameObject
|
|
{
|
|
public BodyComponent Body;
|
|
|
|
private readonly CSprite _sprite;
|
|
private readonly EnemyMoblinSwordSword _sword;
|
|
private readonly Animator _animator;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly AiDamageState _damageState;
|
|
|
|
private Rectangle _fieldRectangle;
|
|
|
|
private const float MoveSpeed = 0.5f;
|
|
private const float AttackMoveSpeed = 0.55f;
|
|
private const int AttackRange = 80;
|
|
|
|
private int _direction;
|
|
|
|
private bool _isActive = true;
|
|
public override bool IsActive
|
|
{
|
|
set
|
|
{
|
|
_isActive = value;
|
|
_sword.IsActive = value;
|
|
}
|
|
get => _isActive;
|
|
}
|
|
|
|
public EnemyMoblinSword() : base("moblin sword") { }
|
|
|
|
public EnemyMoblinSword(Map.Map map, int posX, int posY) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
|
|
EntitySize = new Rectangle(-8, -16, 16, 16);
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/moblin sword");
|
|
_animator.Play("walk_1");
|
|
|
|
_sprite = new CSprite(EntityPosition);
|
|
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
|
|
|
|
_fieldRectangle = map.GetField(posX, posY);
|
|
|
|
Body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
|
|
{
|
|
MoveCollision = OnCollision,
|
|
CollisionTypes = Values.CollisionTypes.Normal |
|
|
Values.CollisionTypes.Enemy,
|
|
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
|
|
FieldRectangle = _fieldRectangle,
|
|
Bounciness = 0.25f,
|
|
AbsorbPercentage = 0.9f,
|
|
Drag = 0.85f
|
|
};
|
|
|
|
var stateIdle = new AiState { Init = InitIdle };
|
|
stateIdle.Trigger.Add(new AiTriggerRandomTime(EndIdle, 300, 500));
|
|
var stateWalk = new AiState { Init = InitWalking };
|
|
stateWalk.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 550, 850));
|
|
var stateAttack = new AiState(UpdateAttack);
|
|
|
|
_aiComponent = new AiComponent();
|
|
_aiComponent.Trigger.Add(new AiTriggerUpdate(UpdateDamageTick));
|
|
_aiComponent.States.Add("idle", stateIdle);
|
|
_aiComponent.States.Add("walking", stateWalk);
|
|
_aiComponent.States.Add("attack", stateAttack);
|
|
new AiFallState(_aiComponent, Body, OnHoleAbsorb, OnAbsorbDeath);
|
|
_damageState = new AiDamageState(this, Body, _aiComponent, _sprite, 2)
|
|
{
|
|
OnDeath = OnDeath,
|
|
OnBurn = OnBurn
|
|
};
|
|
|
|
var damageBox = new CBox(EntityPosition, -8, -12, 0, 16, 12, 4);
|
|
var hittableBox = new CBox(EntityPosition, -7, -15, 14, 15, 8);
|
|
var pushableBox = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4);
|
|
|
|
AddComponent(DamageFieldComponent.Index, 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(pushableBox, OnPush));
|
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(Body, _sprite, Values.LayerPlayer));
|
|
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
|
|
|
|
_sword = new EnemyMoblinSwordSword(Map, this);
|
|
}
|
|
|
|
public override void Init()
|
|
{
|
|
// add the sword to the map
|
|
Map.Objects.SpawnObject(_sword);
|
|
|
|
// make sure to update the animation to look at the player when he enters the goblin cave
|
|
var playerDirection = MapManager.ObjLink.NextMapPositionEnd.Value - EntityPosition.Position;
|
|
if (playerDirection.Length() < AttackRange)
|
|
{
|
|
_aiComponent.ChangeState("attack");
|
|
UpdateDirection(playerDirection);
|
|
}
|
|
else
|
|
{
|
|
// start randomly idle or walking facing a random direction
|
|
_direction = Game1.RandomNumber.Next(0, 4);
|
|
_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "walking" : "idle");
|
|
}
|
|
}
|
|
|
|
private void OnBurn()
|
|
{
|
|
_animator.Pause();
|
|
_sword.Animator.Pause();
|
|
}
|
|
|
|
private void UpdateDamageTick()
|
|
{
|
|
_sword.Sprite.SpriteShader = _sprite.SpriteShader;
|
|
}
|
|
|
|
private void OnDeath(bool pieceOfPower)
|
|
{
|
|
_damageState.BaseOnDeath(pieceOfPower);
|
|
|
|
Map.Objects.DeleteObjects.Add(_sword);
|
|
}
|
|
|
|
private void InitIdle()
|
|
{
|
|
Body.VelocityTarget = Vector2.Zero;
|
|
|
|
_animator.Play("stand_" + _direction);
|
|
_sword.Animator.Play("stand_" + _direction);
|
|
}
|
|
|
|
private void EndIdle()
|
|
{
|
|
var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
|
|
|
|
if (_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) && distance.Length() < AttackRange)
|
|
_aiComponent.ChangeState("attack");
|
|
else
|
|
_aiComponent.ChangeState("walking");
|
|
}
|
|
|
|
private void InitWalking()
|
|
{
|
|
ChangeDirection();
|
|
}
|
|
|
|
private void ChangeDirection()
|
|
{
|
|
// random new direction
|
|
_direction = Game1.RandomNumber.Next(0, 4);
|
|
_animator.Play("walk_" + _direction);
|
|
_sword.Animator.Play("walk_" + _direction);
|
|
Body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * MoveSpeed;
|
|
}
|
|
|
|
private void UpdateAttack()
|
|
{
|
|
var playerDirection = (MapManager.ObjLink.EntityPosition.Position + AnimationHelper.DirectionOffset[_direction] * 3) - EntityPosition.Position;
|
|
|
|
if (!_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) ||
|
|
playerDirection.Length() > AttackRange)
|
|
{
|
|
_aiComponent.ChangeState("idle");
|
|
return;
|
|
}
|
|
|
|
if (playerDirection != Vector2.Zero)
|
|
playerDirection.Normalize();
|
|
|
|
Body.VelocityTarget = playerDirection * AttackMoveSpeed;
|
|
|
|
UpdateDirection(playerDirection);
|
|
|
|
_animator.SpeedMultiplier = 2f;
|
|
_sword.Animator.SpeedMultiplier = 2f;
|
|
}
|
|
|
|
private void UpdateDirection(Vector2 direction)
|
|
{
|
|
_direction = AnimationHelper.GetDirection(direction);
|
|
|
|
_animator.Play("walk_" + _direction);
|
|
_sword.Animator.Play("walk_" + _direction);
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
if (type == PushableComponent.PushType.Impact)
|
|
Body.Velocity = new Vector3(direction.X, direction.Y, Body.Velocity.Z);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnCollision(Values.BodyCollision direction)
|
|
{
|
|
if (_aiComponent.CurrentStateId != "walking")
|
|
return;
|
|
|
|
// stop walking
|
|
_aiComponent.ChangeState("idle");
|
|
}
|
|
|
|
private void OnHoleAbsorb()
|
|
{
|
|
_animator.Play("walk_" + _direction);
|
|
_sword.Animator.Play("walk_" + _direction);
|
|
|
|
_animator.SpeedMultiplier = 3f;
|
|
_sword.Animator.SpeedMultiplier = 3f;
|
|
}
|
|
|
|
private void OnAbsorbDeath()
|
|
{
|
|
Map.Objects.DeleteObjects.Add(_sword);
|
|
}
|
|
}
|
|
} |