mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
233 lines
10 KiB
C#
233 lines
10 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using ProjectZ.Base;
|
|
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.Map;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|
{
|
|
internal class EnemyOctorokWinged : GameObject
|
|
{
|
|
private readonly BodyComponent _body;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly Animator _animator;
|
|
private readonly AiDamageState _aiDamageState;
|
|
private readonly BodyDrawComponent _bodyDrawComponent;
|
|
private readonly AiTriggerSwitch _damageSwitch;
|
|
|
|
private readonly Rectangle _wingRectangle = new Rectangle(160, 67, 8, 18);
|
|
|
|
private readonly Vector2[] _shotOffset =
|
|
{
|
|
new Vector2(-8, -1),new Vector2(0, -6),
|
|
new Vector2(8, -1),new Vector2(0, 11)
|
|
};
|
|
|
|
private readonly Rectangle _fieldRectangle;
|
|
|
|
private float _walkSpeed = 0.5f;
|
|
private int _direction;
|
|
private float _flyCounter;
|
|
|
|
public EnemyOctorokWinged() : base("winged octorok") { }
|
|
|
|
public EnemyOctorokWinged(Map.Map map, int posX, int posY) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(posX + 8, posY + 15, 0);
|
|
EntitySize = new Rectangle(-8, -15 - 16, 16, 32);
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/octorok");
|
|
_fieldRectangle = map.GetField(posX, posY);
|
|
|
|
var sprite = new CSprite(EntityPosition);
|
|
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -15));
|
|
|
|
_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
|
|
{
|
|
MoveCollision = OnCollision,
|
|
AbsorbPercentage = 0.9f,
|
|
CollisionTypes =
|
|
Values.CollisionTypes.Normal |
|
|
Values.CollisionTypes.Enemy,
|
|
AvoidTypes = Values.CollisionTypes.Hole |
|
|
Values.CollisionTypes.NPCWall,
|
|
FieldRectangle = _fieldRectangle,
|
|
Bounciness = 0.25f,
|
|
Drag = 0.85f,
|
|
Gravity = -0.04f,
|
|
};
|
|
|
|
var stateIdle = new AiState { Init = InitIdle };
|
|
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 250, 500));
|
|
var stateWalking = new AiState { Init = InitWalking };
|
|
stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000));
|
|
var stateFlying = new AiState(UpdateFlying) { Init = InitFlying };
|
|
|
|
_aiComponent = new AiComponent();
|
|
_aiComponent.States.Add("idle", stateIdle);
|
|
_aiComponent.States.Add("walking", stateWalking);
|
|
_aiComponent.States.Add("flying", stateFlying);
|
|
_aiDamageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause() };
|
|
_aiComponent.Trigger.Add(_damageSwitch = new AiTriggerSwitch(350));
|
|
new AiFallState(_aiComponent, _body, OnHoleAbsorb);
|
|
|
|
// random start position/state
|
|
_direction = Game1.RandomNumber.Next(0, 4);
|
|
_animator.Play("walk_" + _direction);
|
|
_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "idle" : "walking");
|
|
|
|
var damageCollider = new CBox(EntityPosition, -8, -13, 4, 16, 13, 4);
|
|
var hittableBox = new CBox(EntityPosition, -7, -15, 0, 14, 15, 8, true);
|
|
var pushableBox = new CBox(EntityPosition, -7, -13, 0, 14, 13, 4, true);
|
|
|
|
_bodyDrawComponent = new BodyDrawComponent(_body, sprite, Values.LayerPlayer);
|
|
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
|
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(AiComponent.Index, _aiComponent);
|
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
|
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
|
|
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
|
|
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { Height = 1.0f, Rotation = 0.1f, ShadowWidth = 10, ShadowHeight = 5 });
|
|
}
|
|
|
|
private void InitIdle()
|
|
{
|
|
_animator.Play("stand_" + _direction);
|
|
_body.VelocityTarget = new Vector2(0, 0);
|
|
|
|
// shoot if the player is in the range and in the right direction
|
|
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
|
if (playerDirection.Length() < 80)
|
|
{
|
|
if (playerDirection != Vector2.Zero)
|
|
playerDirection.Normalize();
|
|
var direction = AnimationHelper.GetDirection(playerDirection);
|
|
|
|
if (direction == _direction)
|
|
{
|
|
// shoot
|
|
var shot = new EnemyOctorokShot(Map,
|
|
EntityPosition.X + _shotOffset[_direction].X,
|
|
EntityPosition.Y + _shotOffset[_direction].Y,
|
|
AnimationHelper.DirectionOffset[_direction] * 2f);
|
|
Map.Objects.SpawnObject(shot);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void InitWalking()
|
|
{
|
|
// random new direction
|
|
_direction = Game1.RandomNumber.Next(0, 4);
|
|
_animator.Play("walk_" + _direction);
|
|
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _walkSpeed;
|
|
}
|
|
|
|
//private void UpdateWalking()
|
|
//{
|
|
// _aiComponent.ChangeState("flying");
|
|
|
|
// _body.VelocityTarget = Vector2.Zero;
|
|
//}
|
|
|
|
private void InitFlying()
|
|
{
|
|
// fly towards the player
|
|
var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
|
vecDirection.Normalize();
|
|
|
|
_body.VelocityTarget = vecDirection;
|
|
_body.Velocity.Z = 1.25f;
|
|
_body.AvoidTypes = Values.CollisionTypes.NPCWall;
|
|
_body.FieldRectangle = RectangleF.Empty;
|
|
}
|
|
|
|
private void UpdateFlying()
|
|
{
|
|
_flyCounter += Game1.DeltaTime;
|
|
|
|
// face the player
|
|
var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
|
_direction = AnimationHelper.GetDirection(vecDirection);
|
|
_animator.Play("walk_" + _direction);
|
|
|
|
if (_body.IsGrounded && _body.Velocity.Z <= 0)
|
|
{
|
|
_flyCounter = 0;
|
|
_aiComponent.ChangeState("idle");
|
|
_damageSwitch.Reset();
|
|
_body.AvoidTypes = Values.CollisionTypes.Hole |
|
|
Values.CollisionTypes.NPCWall;
|
|
_body.FieldRectangle = _fieldRectangle;
|
|
}
|
|
}
|
|
|
|
private void Draw(SpriteBatch spriteBatch)
|
|
{
|
|
// draw the wings
|
|
spriteBatch.Draw(Resources.SprEnemies, new Vector2(EntityPosition.X - _wingRectangle.Width - 5, EntityPosition.Y - 8 - EntityPosition.Z),
|
|
_wingRectangle, Color.White, 0, new Vector2(0, 9), Vector2.One,
|
|
(int)_flyCounter % 132 < 66 ? SpriteEffects.FlipVertically : SpriteEffects.None, 0);
|
|
spriteBatch.Draw(Resources.SprEnemies, new Vector2(EntityPosition.X + 5, EntityPosition.Y - 8 - EntityPosition.Z),
|
|
_wingRectangle, Color.White, 0, new Vector2(0, 9), Vector2.One,
|
|
((int)_flyCounter % 132 < 66 ? SpriteEffects.FlipVertically : SpriteEffects.None) | SpriteEffects.FlipHorizontally, 0);
|
|
|
|
// draw the body
|
|
_bodyDrawComponent.Draw(spriteBatch);
|
|
}
|
|
|
|
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
|
|
{
|
|
if ((damageType & HitType.Sword) != 0 && !_body.IsGrounded)
|
|
return Values.HitCollision.None;
|
|
|
|
// start flying over the player if the octorok is facing him
|
|
var playerDirection = AnimationHelper.GetDirection(
|
|
MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position);
|
|
|
|
if (_direction != (playerDirection + 2) % 4 && _damageSwitch.State &&
|
|
(_aiComponent.CurrentStateId == "walking" || _aiComponent.CurrentStateId == "idle") &&
|
|
damageType != HitType.PegasusBootsSword &&
|
|
damageType != HitType.Bow &&
|
|
damageType != HitType.Hookshot &&
|
|
damageType != HitType.MagicRod &&
|
|
damageType != HitType.MagicPowder &&
|
|
damageType != HitType.Boomerang)
|
|
{
|
|
_aiComponent.ChangeState("flying");
|
|
return Values.HitCollision.None;
|
|
}
|
|
|
|
return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
if (type == PushableComponent.PushType.Impact)
|
|
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnCollision(Values.BodyCollision direction)
|
|
{
|
|
if (_aiComponent.CurrentStateId == "walking")
|
|
_aiComponent.ChangeState("idle");
|
|
}
|
|
|
|
private void OnHoleAbsorb()
|
|
{
|
|
_animator.SpeedMultiplier = 3f;
|
|
_animator.Play("walk_" + _direction);
|
|
}
|
|
}
|
|
} |