mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
127 lines
5.1 KiB
C#
127 lines
5.1 KiB
C#
using System;
|
|
using Microsoft.Xna.Framework;
|
|
using ProjectZ.InGame.GameObjects.Base;
|
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
|
using ProjectZ.InGame.GameObjects.Base.Components.AI;
|
|
using ProjectZ.InGame.Map;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|
{
|
|
internal class EnemyTektite : GameObject
|
|
{
|
|
private readonly BodyComponent _body;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly Animator _animator;
|
|
|
|
private readonly Rectangle _fieldRectangle;
|
|
|
|
public EnemyTektite() : base("tektite") { }
|
|
|
|
public EnemyTektite(Map.Map map, int posX, int posY) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
|
|
EntitySize = new Rectangle(-8, -32, 16, 32);
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/tektite");
|
|
_animator.Play("idle");
|
|
|
|
var sprite = new CSprite(EntityPosition);
|
|
var animatorComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
|
|
|
|
_fieldRectangle = map.GetField(posX, posY);
|
|
|
|
_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
|
|
{
|
|
Gravity = -0.05f,
|
|
DragAir = 0.85f,
|
|
CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall,
|
|
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
|
|
FieldRectangle = _fieldRectangle
|
|
};
|
|
|
|
_aiComponent = new AiComponent();
|
|
|
|
var stateIdle = new AiState() { Init = InitIdle };
|
|
stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("jumping"), 750, 1250));
|
|
var stateJumping = new AiState(UpdateJumping) { Init = InitJumping };
|
|
|
|
_aiComponent.States.Add("idle", stateIdle);
|
|
_aiComponent.States.Add("jumping", stateJumping);
|
|
new AiFallState(_aiComponent, _body, null, null, 300);
|
|
var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = OnBurn };
|
|
_aiComponent.ChangeState("idle");
|
|
|
|
var damageBox = new CBox(EntityPosition, -6, -12, 0, 12, 12, 4);
|
|
var hittableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true);
|
|
var pushableBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 8, true);
|
|
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
|
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit));
|
|
AddComponent(AiComponent.Index, _aiComponent);
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(BaseAnimationComponent.Index, animatorComponent);
|
|
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
|
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
|
|
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 10 });
|
|
}
|
|
|
|
private void OnBurn()
|
|
{
|
|
_body.Bounciness = 0.45f;
|
|
_animator.Pause();
|
|
}
|
|
|
|
private void InitIdle()
|
|
{
|
|
_body.VelocityTarget = Vector2.Zero;
|
|
_animator.Play("idle");
|
|
}
|
|
|
|
private void InitJumping()
|
|
{
|
|
Game1.GameManager.PlaySoundEffect("D360-36-24", true, EntityPosition.Position);
|
|
|
|
_animator.Play("jump");
|
|
|
|
// jump towards the player if he is in the range
|
|
Vector2 vecDirection;
|
|
if (_fieldRectangle.Contains(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY) ||
|
|
!_fieldRectangle.Contains(EntityPosition.X, EntityPosition.Y))
|
|
{
|
|
vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
|
vecDirection.Normalize();
|
|
vecDirection *= 1.25f;
|
|
}
|
|
else
|
|
{
|
|
var randomDir = Game1.RandomNumber.Next(0, 100) / 100.0f;
|
|
var directionRadius = (float)(Math.PI * 2 * randomDir);
|
|
vecDirection = new Vector2((float)Math.Cos(directionRadius), (float)Math.Sin(directionRadius));
|
|
vecDirection *= 0.75f;
|
|
}
|
|
|
|
_body.VelocityTarget = vecDirection;
|
|
_body.Velocity.Z = 1.0f;
|
|
}
|
|
|
|
private void UpdateJumping()
|
|
{
|
|
// finished jumping
|
|
if (_body.IsGrounded)
|
|
_aiComponent.ChangeState("idle");
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
} |