LADXHD/InGame/GameObjects/Enemies/EnemyMonkey.cs
2023-12-14 17:21:22 -05:00

188 lines
6.9 KiB
C#

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