mirror of
https://github.com/Phantop/LADXHD.git
synced 2025-08-31 10:54:43 +00:00
304 lines
11 KiB
C#
304 lines
11 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.GameObjects.Dungeon;
|
|
using ProjectZ.InGame.GameObjects.Things;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.MidBoss
|
|
{
|
|
internal class MBossRollingBones : GameObject
|
|
{
|
|
private readonly MBossBone _bone;
|
|
|
|
private readonly BodyComponent _body;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly AiDamageState _damageState;
|
|
private readonly CSprite _sprite;
|
|
private readonly Animator _animator;
|
|
|
|
private readonly string _triggerKey;
|
|
private readonly string _saveKey;
|
|
|
|
private const float MoveSpeed = 1.2f;
|
|
private const int Lives = 8;
|
|
|
|
private Vector2 _moveDirection;
|
|
|
|
private float _roomMiddle;
|
|
private float _deathCount;
|
|
private float _burstCounter;
|
|
private int _jumpCount;
|
|
|
|
public MBossRollingBones() : base("rolling bones") { }
|
|
|
|
public MBossRollingBones(Map.Map map, int posX, int posY, string triggerKey, string saveKey) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
|
|
EntitySize = new Rectangle(-12, -30, 24, 32);
|
|
|
|
_triggerKey = triggerKey;
|
|
_saveKey = saveKey;
|
|
|
|
if (!string.IsNullOrEmpty(_saveKey) &&
|
|
Game1.GameManager.SaveManager.GetString(_saveKey) == "1")
|
|
{
|
|
IsDead = true;
|
|
return;
|
|
}
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("MidBoss/mbossOneBoss");
|
|
_animator.Play("walk");
|
|
|
|
_sprite = new CSprite(EntityPosition);
|
|
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-10, -23));
|
|
|
|
_body = new BodyComponent(EntityPosition, -9, -12, 18, 12, 8)
|
|
{
|
|
Drag = 0.65f,
|
|
DragAir = 0.75f,
|
|
Gravity = -0.15f,
|
|
MoveCollision = OnMoveCollision,
|
|
FieldRectangle = map.GetField(posX, posY)
|
|
};
|
|
_roomMiddle = _body.FieldRectangle.Center.Y + 4;
|
|
|
|
var stateWaiting = new AiState();
|
|
var stateInitJump = new AiState(UpdateInitJump);
|
|
var stateIdle = new AiState(UpdateIdle);
|
|
stateIdle.Trigger.Add(new AiTriggerCountdown(300, null, () => _aiComponent.ChangeState("jumping")));
|
|
var stateJumping = new AiState(UpdateJumping) { Init = InitJump };
|
|
var statePushing = new AiState();
|
|
statePushing.Trigger.Add(new AiTriggerCountdown(500, null, ToPushed));
|
|
var statePushed = new AiState(UpdatePushed);
|
|
var stateBlink = new AiState();
|
|
stateBlink.Trigger.Add(new AiTriggerCountdown(1000, UpdateBlink, () => _aiComponent.ChangeState("death")));
|
|
var stateDeath = new AiState(UpdateDeath);
|
|
stateDeath.Trigger.Add(new AiTriggerCountdown(2000, UpdateBlink, RemoveObject));
|
|
|
|
_aiComponent = new AiComponent();
|
|
_aiComponent.States.Add("waiting", stateWaiting);
|
|
_aiComponent.States.Add("initJump", stateInitJump);
|
|
_aiComponent.States.Add("idle", stateIdle);
|
|
_aiComponent.States.Add("jumping", stateJumping);
|
|
_aiComponent.States.Add("pushing", statePushing);
|
|
_aiComponent.States.Add("pushed", statePushed);
|
|
_aiComponent.States.Add("blink", stateBlink);
|
|
_aiComponent.States.Add("death", stateDeath);
|
|
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, Lives, false, false) { OnDeath = OnDeath };
|
|
_aiComponent.ChangeState("waiting");
|
|
|
|
var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 8, true);
|
|
var hittableBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 8, true);
|
|
|
|
if (!string.IsNullOrEmpty(_triggerKey))
|
|
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 4));
|
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
|
|
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
|
|
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) { ShadowWidth = 16, ShadowHeight = 6 });
|
|
|
|
// check if we are on the left or the right side of the room
|
|
int boneOffset = 0;
|
|
if (posX > _body.FieldRectangle.X + Values.FieldWidth / 2)
|
|
{
|
|
_moveDirection.X = -MoveSpeed;
|
|
_animator.Play("idle_0");
|
|
boneOffset = 80;
|
|
}
|
|
else
|
|
{
|
|
_moveDirection.X = MoveSpeed;
|
|
_animator.Play("idle_1");
|
|
boneOffset = 32;
|
|
}
|
|
|
|
_bone = new MBossBone(map, posX, posY, boneOffset);
|
|
map.Objects.SpawnObject(_bone);
|
|
}
|
|
|
|
private void OnMoveCollision(Values.BodyCollision collision)
|
|
{
|
|
if ((collision & Values.BodyCollision.Floor) != 0)
|
|
{
|
|
Game1.GameManager.PlaySoundEffect("D360-32-20");
|
|
}
|
|
}
|
|
|
|
private void KeyChanged()
|
|
{
|
|
// activate the boss after entering the room
|
|
if (_aiComponent.CurrentStateId == "waiting" && Game1.GameManager.SaveManager.GetString(_triggerKey) == "1")
|
|
{
|
|
// start boss music
|
|
Game1.GameManager.SetMusic(79, 2);
|
|
|
|
_aiComponent.ChangeState("initJump");
|
|
}
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
if (type == PushableComponent.PushType.Impact)
|
|
{
|
|
_body.Velocity.X += direction.X * 0.35f;
|
|
_body.Velocity.Y += direction.Y * 0.35f;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
|
|
{
|
|
if (_damageState.IsInDamageState() || _aiComponent.CurrentStateId == "death")
|
|
return Values.HitCollision.None;
|
|
|
|
if (damageType == HitType.Bomb || damageType == HitType.Bow || damageType == HitType.MagicRod)
|
|
damage *= 2;
|
|
|
|
// different drag than needed for the jumps
|
|
_body.DragAir = 0.75f;
|
|
|
|
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
|
|
}
|
|
|
|
private void UpdateIdle()
|
|
{
|
|
_animator.Play("idle_" + (_moveDirection.X < 0 ? 0 : 1));
|
|
}
|
|
|
|
private void InitJump()
|
|
{
|
|
// jump to the top or to the bottom?
|
|
if (EntityPosition.Y > _roomMiddle)
|
|
_moveDirection.Y = -0.5f;
|
|
else
|
|
_moveDirection.Y = 0.5f;
|
|
|
|
_body.DragAir = 1.0f;
|
|
_body.Velocity = new Vector3(_moveDirection.X, _moveDirection.Y, 2);
|
|
_body.IsGrounded = false;
|
|
|
|
_animator.Play("jump_" + (_moveDirection.X < 0 ? 0 : 1));
|
|
}
|
|
|
|
private void UpdateInitJump()
|
|
{
|
|
if (_body.IsGrounded)
|
|
{
|
|
if (_jumpCount < 3)
|
|
{
|
|
_jumpCount++;
|
|
|
|
if (EntityPosition.Y > _roomMiddle)
|
|
_moveDirection.Y = -0.5f;
|
|
else
|
|
_moveDirection.Y = 0.5f;
|
|
|
|
_body.DragAir = 1.0f;
|
|
_body.Velocity = new Vector3(_moveDirection.X * 0.375f, _moveDirection.Y * 0.375f, 1.0f);
|
|
_body.IsGrounded = false;
|
|
}
|
|
else
|
|
{
|
|
_aiComponent.ChangeState("pushing");
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateJumping()
|
|
{
|
|
// landed after a jump?
|
|
if (_body.IsGrounded)
|
|
{
|
|
if ((_body.LastVelocityCollision & Values.BodyCollision.Horizontal) != 0 &&
|
|
Math.Sign(_body.Velocity.X) == Math.Sign(_moveDirection.X))
|
|
{
|
|
_aiComponent.ChangeState("pushing");
|
|
_moveDirection.X = -_moveDirection.X;
|
|
_body.Velocity.X = -_body.Velocity.X * 0.125f;
|
|
_animator.Play("idle_" + (_moveDirection.X < 0 ? 0 : 1));
|
|
return;
|
|
}
|
|
|
|
_aiComponent.ChangeState("idle");
|
|
}
|
|
}
|
|
|
|
private void ToPushed()
|
|
{
|
|
// push the bar
|
|
_bone.Push(_moveDirection.X < 0 ? 0 : 1);
|
|
|
|
_animator.Play("push_" + (_moveDirection.X < 0 ? 0 : 1));
|
|
_aiComponent.ChangeState("pushed");
|
|
}
|
|
|
|
private void UpdatePushed()
|
|
{
|
|
// finished pushing
|
|
if (!_animator.IsPlaying)
|
|
_aiComponent.ChangeState("idle");
|
|
}
|
|
|
|
private void UpdateBlink(double time)
|
|
{
|
|
_sprite.SpriteShader = time % 133 < 66 ? Resources.DamageSpriteShader0 : null;
|
|
}
|
|
|
|
private void UpdateDeath()
|
|
{
|
|
_burstCounter -= Game1.DeltaTime;
|
|
if (_burstCounter < 0)
|
|
{
|
|
_burstCounter += 150;
|
|
Game1.GameManager.PlaySoundEffect("D378-19-13");
|
|
}
|
|
|
|
_deathCount += Game1.DeltaTime;
|
|
if (_deathCount > 100)
|
|
_deathCount -= 100;
|
|
else
|
|
return;
|
|
|
|
var posX = (int)EntityPosition.X + Game1.RandomNumber.Next(0, 32) - 8 - 16;
|
|
var posY = (int)EntityPosition.Y - (int)EntityPosition.Z + Game1.RandomNumber.Next(0, 32) - 16 - 16;
|
|
|
|
// spawn explosion effect
|
|
Map.Objects.SpawnObject(new ObjAnimator(Map, posX, posY, Values.LayerBottom, "Particles/spawn", "run", true));
|
|
}
|
|
|
|
private void RemoveObject()
|
|
{
|
|
if (!string.IsNullOrEmpty(_saveKey))
|
|
Game1.GameManager.SaveManager.SetString(_saveKey, "1");
|
|
|
|
// stop boss music
|
|
Game1.GameManager.SetMusic(-1, 2);
|
|
|
|
Game1.GameManager.PlaySoundEffect("D360-27-1B");
|
|
Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 8));
|
|
|
|
Map.Objects.DeleteObjects.Add(this);
|
|
_bone.Delete();
|
|
}
|
|
|
|
private void OnDeath(bool pieceOfPower)
|
|
{
|
|
Game1.GameManager.PlaySoundEffect("D370-16-10");
|
|
|
|
_aiComponent.ChangeState("blink");
|
|
_damageState.IsActive = false;
|
|
}
|
|
}
|
|
} |