mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
172 lines
6.8 KiB
C#
172 lines
6.8 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.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 EnemyOctorokShot : GameObject
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{
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private readonly AiComponent _aiComponent;
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private readonly ShadowBodyDrawComponent _shadowBody;
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private readonly DamageFieldComponent _damageField;
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private readonly CSprite _drawComponent;
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private readonly BodyComponent _body;
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private readonly PushableComponent _pushableComponent;
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private float _lifeCounter = 950;
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private float _despawnPercentage = 1;
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private int _despawnTime = 750;
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private bool _repelledPlayer;
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public EnemyOctorokShot(Map.Map map, float posX, float posY, Vector2 velocity) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX, posY, 2);
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EntitySize = new Rectangle(-5, -12, 10, 12);
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// abort spawn in a wall
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var box = Box.Empty;
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if (Map.Objects.Collision(new Box(EntityPosition.X - 4, EntityPosition.Y - 8, 0, 8, 8, 8),
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Box.Empty, Values.CollisionTypes.Normal, 0, 0, ref box))
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{
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IsDead = true;
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return;
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}
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var animator = AnimatorSaveLoad.LoadAnimator("Enemies/octorok shot");
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animator.Play("idle");
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_drawComponent = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(animator, _drawComponent, new Vector2(-5, -10));
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_body = new BodyComponent(EntityPosition, -4, -8, 8, 8, 8)
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{
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CollisionTypes = Values.CollisionTypes.Normal,
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MoveCollision = OnCollision,
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VelocityTarget = velocity,
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Bounciness = 0.35f,
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Drag = 0.75f,
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IgnoreHeight = true,
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IgnoresZ = true,
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IgnoreInsideCollision = false,
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};
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var stateIdle = new AiState(UpdateIdle);
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var stateDespawn = new AiState() { Init = InitDespawn };
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stateDespawn.Trigger.Add(new AiTriggerCountdown(_despawnTime, Despawn, () => Despawn(0)));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("despawn", stateDespawn);
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_aiComponent.ChangeState("idle");
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var damageCollider = new CBox(EntityPosition, -5, -10, 0, 10, 10, 4);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamage = OnDamage });
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(PushableComponent.Index, _pushableComponent = new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 0.35f });
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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, _drawComponent, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, _shadowBody = new ShadowBodyDrawComponent(EntityPosition));
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}
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private void InitDespawn()
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{
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_pushableComponent.IsActive = false;
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_body.IgnoresZ = false;
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_damageField.IsActive = false;
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Game1.GameManager.PlaySoundEffect("D360-07-07");
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}
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private void UpdateIdle()
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{
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_lifeCounter -= Game1.DeltaTime;
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if (_lifeCounter < 0)
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{
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_body.IsGrounded = false;
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_body.IgnoresZ = false;
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_body.Gravity = -0.125f;
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_body.Bounciness = 0.75f;
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_body.Drag = 0.9f;
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_body.Velocity = new Vector3(_body.VelocityTarget.X, _body.VelocityTarget.Y, 0);
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_body.VelocityTarget = Vector2.Zero;
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_aiComponent.ChangeState("despawn");
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}
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}
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private void Despawn(double time)
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{
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_despawnPercentage = (float)(time / (_despawnTime / 3));
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if (_despawnPercentage > 1)
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_despawnPercentage = 1;
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_drawComponent.Color = Color.White * _despawnPercentage;
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_shadowBody.Transparency = _despawnPercentage;
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if (time <= 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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private bool OnDamage()
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{
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_aiComponent.ChangeState("despawn");
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_body.Velocity = new Vector3(-_body.VelocityTarget.X * 0.25f, -_body.VelocityTarget.Y * 0.25f, 1.5f);
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_body.VelocityTarget = Vector2.Zero;
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return _damageField.DamagePlayer();
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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 (_aiComponent.CurrentStateId != "despawn")
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_aiComponent.ChangeState("despawn");
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else if (_repelledPlayer)
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return false;
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else
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{
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// it is possible that we despawn because of OnDamage in the same frame
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// we need to make sure to still repell the player
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_repelledPlayer = true;
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return _repelledPlayer;
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}
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_body.Velocity = new Vector3(direction.X * 0.25f, direction.Y * 0.25f, 1.5f);
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_body.VelocityTarget = Vector2.Zero;
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return true;
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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 (_aiComponent.CurrentStateId != "despawn")
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_aiComponent.ChangeState("despawn");
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else
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return Values.HitCollision.None;
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_body.Velocity = new Vector3(direction.X, direction.Y, 1.5f);
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_body.VelocityTarget = Vector2.Zero;
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return Values.HitCollision.Enemy;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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if (direction == Values.BodyCollision.Floor)
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return;
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if (_aiComponent.CurrentStateId != "despawn")
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_aiComponent.ChangeState("despawn");
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_body.Velocity = new Vector3(-_body.VelocityTarget.X * 0.25f, -_body.VelocityTarget.Y * 0.25f, 1.5f);
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_body.VelocityTarget = Vector2.Zero;
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}
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}
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} |