mirror of
https://github.com/Phantop/LADXHD.git
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161 lines
6.4 KiB
C#
161 lines
6.4 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.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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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.NPCs
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{
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internal class ObjLetterBird : 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 AiTriggerSwitch _changeDirectionSwitch;
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private readonly Animator _animator;
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private float _flyCounter;
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private int _flyTime = 850;
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private int _direction;
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public ObjLetterBird() : base("letter_bird") { }
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public ObjLetterBird(Map.Map map, int posX, int posY, string animationId) : base(map)
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{
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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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_body = new BodyComponent(EntityPosition, -6, -8, 12, 8, 8)
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{
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MoveCollision = OnCollision,
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CollisionTypes = Values.CollisionTypes.Normal |
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Values.CollisionTypes.NPCWall,
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Bounciness = 0.25f,
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Drag = 0.9f,
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Gravity = -0.15f,
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};
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_animator = AnimatorSaveLoad.LoadAnimator(animationId);
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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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var stateIdle = new AiState() { Init = InitIdle };
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stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1500));
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var stateWalking = new AiState(UpdateWalking) { Init = InitWalking };
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stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1500));
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stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250));
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var stateFly = new AiState(UpdateFlying);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("flying", stateFly);
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_aiComponent.ChangeState("idle");
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(AnimationComponent.Index, animationComponent);
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AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Normal));
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 0.5f });
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
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}
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private void InitIdle()
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{
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// stop and wait
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("idle_" + _direction);
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}
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private void InitWalking()
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{
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// change the direction
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var rotation = Game1.RandomNumber.Next(0, 628) / 100f;
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_body.VelocityTarget = new Vector2(
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(float)Math.Sin(rotation),
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(float)Math.Cos(rotation)) * Game1.RandomNumber.Next(35, 55) / 100f;
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_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
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_animator.Play("idle_" + _direction);
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}
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private void UpdateWalking()
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{
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if (_body.IsGrounded)
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_body.Velocity.Z = 1.0f;
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}
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private void ToFlying()
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{
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_body.IgnoresZ = true;
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_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
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_animator.Play("fly_" + _direction);
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_aiComponent.ChangeState("flying");
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}
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private void UpdateFlying()
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{
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_flyCounter += Game1.DeltaTime;
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EntityPosition.Z = (float)Math.Sin((_flyCounter / _flyTime) * Math.PI) * 8;
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// finished flying?
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if (_flyCounter >= _flyTime)
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{
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_flyCounter = 0;
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_body.IgnoresZ = false;
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_aiComponent.ChangeState("walking");
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}
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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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// flee from the player
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var playerDir = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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if (playerDir != Vector2.Zero)
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playerDir.Normalize();
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_body.VelocityTarget = playerDir * 0.75f;
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ToFlying();
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return Values.HitCollision.Blocking;
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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.Continues)
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_body.Velocity = new Vector3(direction.X, direction.Y, 0) * 0.65f;
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else if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z) * 1.5f;
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return true;
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}
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private void OnCollision(Values.BodyCollision moveCollision)
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{
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// can only change the direction every so often
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if (!_changeDirectionSwitch.State || _aiComponent.CurrentStateId != "walking")
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return;
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_changeDirectionSwitch.Reset();
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// rotate after wall collision
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if ((moveCollision & Values.BodyCollision.Horizontal) != 0)
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_body.VelocityTarget.X = -_body.VelocityTarget.X * 0.5f;
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else if ((moveCollision & Values.BodyCollision.Vertical) != 0)
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y * 0.5f;
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if ((moveCollision & (Values.BodyCollision.Vertical | Values.BodyCollision.Horizontal)) != 0)
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{
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_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
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_animator.Play("idle_" + _direction);
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}
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}
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}
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} |