mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
188 lines
6.9 KiB
C#
188 lines
6.9 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.Components.AI;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Things;
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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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using System;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyMonkey : GameObject
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{
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private readonly CSprite _sprite;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private const int FadeTime = 125;
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private float _fleeCounter = 1500;
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private int _throwState;
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private int _bombCountdown = 5;
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private bool _fleeing;
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public EnemyMonkey() : base("monkey enemy") { }
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public EnemyMonkey(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 + 33, 17);
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EntitySize = new Rectangle(-16, -38, 32, 38);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/monkey");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
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_body = new BodyComponent(EntityPosition, -8, -16, 16, 16, 8)
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{
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IgnoresZ = true,
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DragAir = 1,
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Gravity = -0.125f,
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CollisionTypes = Values.CollisionTypes.None
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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("throwL"), 1000, 1500));
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var stateThrowL = new AiState { Init = InitThrow };
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stateThrowL.Trigger.Add(new AiTriggerCountdown(666, null, () => _aiComponent.ChangeState("throwR")));
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var stateThrowR = new AiState { Init = InitThrow };
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stateThrowR.Trigger.Add(new AiTriggerCountdown(666, null, () => _aiComponent.ChangeState("idle")));
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var stateFall = new AiState(UpdateFall) { Init = InitFall };
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var stateJump = new AiState(UpdateJump) { Init = InitJump };
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var stateFlee = new AiState(UpdateFlee);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("throwL", stateThrowL);
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_aiComponent.States.Add("throwR", stateThrowR);
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_aiComponent.States.Add("fall", stateFall);
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_aiComponent.States.Add("jump", stateJump);
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_aiComponent.States.Add("flee", stateFlee);
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_aiComponent.ChangeState("idle");
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var hitBox = new CBox(posX - 8, posY, 0, 32, 32, 8);
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AddComponent(HittableComponent.Index, new HittableComponent(hitBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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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 BodyDrawShadowComponent(_body, _sprite));
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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 (!_fleeing && (damageType & HitType.PegasusBootsPush) != 0)
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{
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_fleeing = true;
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_body.IgnoresZ = false;
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_body.IsGrounded = false;
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_body.Velocity = new Vector3(direction.X * 0.35f, 0.75f, 1.75f);
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_aiComponent.ChangeState("fall");
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}
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return Values.HitCollision.None;
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}
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private void InitIdle()
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{
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_animator.Play("idle");
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}
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private void InitThrow()
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{
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// is the player close enough?
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var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (direction.Y < -32 || Math.Abs(direction.X) > 64 || direction.Length() > 128)
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{
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_aiComponent.ChangeState("idle");
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return;
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}
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Game1.GameManager.PlaySoundEffect("D360-08-08");
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_body.VelocityTarget = new Vector2(0, 0);
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_animator.Play("throw" + (_throwState == 0 ? "l" : "r"));
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_throwState = (_throwState + 1) % 2;
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var throwDirection = new Vector3(_throwState == 0 ? 0.5f : -0.5f, 0.75f, 1.75f);
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_bombCountdown--;
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if (_bombCountdown >= 0)
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{
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// spawn a nut
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Map.Objects.SpawnObject(new EnemyNut(Map, new Vector3(EntityPosition.X, EntityPosition.Y, 20), throwDirection));
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}
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else
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{
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// spawn a bomb
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var bomb = new ObjBomb(Map, 0, 0, false, true);
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bomb.EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y, 20));
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bomb.Body.Velocity = throwDirection;
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bomb.Body.Gravity = -0.1f;
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bomb.Body.DragAir = 1.0f;
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bomb.Body.Bounciness = 0.25f;
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Map.Objects.SpawnObject(bomb);
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_bombCountdown = Game1.RandomNumber.Next(10, 16);
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}
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}
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private void InitFall()
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{
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_animator.Play("fall");
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}
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private void UpdateFall()
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{
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if (_body.IsGrounded)
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_aiComponent.ChangeState("jump");
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}
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private void InitJump()
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{
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_animator.Play("idle");
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_body.IsGrounded = false;
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_body.Velocity = new Vector3(0, 0, 2.0f);
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Game1.GameManager.PlaySoundEffect("D370-20-14");
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}
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private void UpdateJump()
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{
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if (_body.IsGrounded)
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_aiComponent.ChangeState("flee");
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}
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private void UpdateFlee()
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{
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_fleeCounter -= Game1.DeltaTime;
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_sprite.Color = Color.White * Math.Clamp(_fleeCounter / FadeTime, 0, 1);
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if (_fleeCounter <= 0)
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{
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Map.Objects.DeleteObjects.Add(this);
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return;
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}
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if (_body.IsGrounded)
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{
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var direction = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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if (direction != Vector2.Zero)
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direction.Normalize();
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// jump away from the player
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_body.Velocity = new Vector3(direction.X * 1.25f, direction.Y * 1.25f, 1.25f);
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Game1.GameManager.PlaySoundEffect("D370-20-14");
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}
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}
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}
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} |