mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-30 10:04:11 +00:00
174 lines
6.8 KiB
C#
174 lines
6.8 KiB
C#
using System;
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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.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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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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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyPolsVoice : GameObject
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{
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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 readonly AiDamageState _damageState;
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private readonly AiStunnedState _stunnedState;
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private float _jumpVelocity = 1.0f;
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public EnemyPolsVoice() : base("pols voice") { }
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public EnemyPolsVoice(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 + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/pols voice");
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_animator.Play("jump");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
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_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
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{
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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MaxJumpHeight = 8f,
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Gravity = -0.05f,
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Drag = 0.75f,
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DragAir = 0.8f
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};
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var stateWaiting = new AiState { Init = InitWaiting };
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stateWaiting.Trigger.Add(new AiTriggerRandomTime(EndWaiting, 500, 750));
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var stateJumping = new AiState(UpdateJumping) { Init = InitJump };
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("waiting", stateWaiting);
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_aiComponent.States.Add("jumping", stateJumping);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 4, true, false);
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new AiFallState(_aiComponent, _body, null, null, 100);
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_stunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900);
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_aiComponent.ChangeState("jumping");
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var damageBox = new CBox(EntityPosition, -7, -11, 0, 14, 11, 4);
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var hittableBox = new CBox(EntityPosition, -6, -12, 0, 12, 12, 8, true);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 1));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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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) { ShadowWidth = 10 });
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}
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private void InitWaiting()
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{
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("stand");
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}
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private void EndWaiting()
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{
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var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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if (distance.Length() < 64 && _body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle))
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_aiComponent.ChangeState("jumping");
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}
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private void InitJump()
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{
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_animator.Play("jump");
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// start jumping
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_body.Velocity.Z = _jumpVelocity;
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_body.Bounciness = 0f;
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var jumpDirection = Vector2.Zero;
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if (Game1.RandomNumber.Next(0, 3) == 0)
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{
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// jump towards the player
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var direction = new Vector2(
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MapManager.ObjLink.PosX - EntityPosition.X,
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MapManager.ObjLink.PosY - EntityPosition.Y);
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if (direction != Vector2.Zero)
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{
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direction.Normalize();
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jumpDirection = direction;
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}
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}
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else
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{
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var randomDirection = Game1.RandomNumber.Next(0, 100) / 100f * Math.PI * 2;
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jumpDirection = new Vector2((float)Math.Sin(randomDirection), (float)Math.Cos(randomDirection));
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}
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_body.VelocityTarget = jumpDirection * 0.75f;
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}
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private void UpdateJumping()
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{
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// finished jumping?
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if (_body.IsGrounded)
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{
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_animator.Play("stand");
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_aiComponent.ChangeState("waiting");
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}
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}
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private void StartStun()
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{
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if (_body.Velocity.Z > 0)
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_body.Velocity.Z = 0;
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_body.VelocityTarget = Vector2.Zero;
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_body.Bounciness = 0.65f;
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_stunnedState.StartStun();
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_animator.Play("jump");
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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 (_damageState.IsInDamageState())
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return Values.HitCollision.None;
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if (damageType == HitType.Bow || damageType == HitType.MagicRod)
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return _damageState.OnHit(gameObject, direction, damageType, 1, pieceOfPower);
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if (damageType == HitType.ThrownObject || damageType == HitType.Bomb)
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return _damageState.OnHit(gameObject, direction, damageType, 4, pieceOfPower);
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if (damageType == HitType.MagicPowder || damageType == HitType.Hookshot || damageType == HitType.Boomerang)
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{
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direction *= 0.25f;
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StartStun();
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}
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_damageState.HitKnockBack(gameObject, direction, damageType, pieceOfPower, false);
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// play sound effect
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Game1.GameManager.PlaySoundEffect("D360-03-03");
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return Values.HitCollision.Repelling;
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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 (type == PushableComponent.PushType.Impact)
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{
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_body.VelocityTarget = Vector2.Zero;
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_body.Velocity = new Vector3(direction.X * 2f, direction.Y * 2f, _body.Velocity.Z);
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}
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return true;
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}
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}
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} |