mirror of
https://github.com/Phantop/LADXHD.git
synced 2025-11-25 21:55:41 +00:00
191 lines
7.8 KiB
C#
191 lines
7.8 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
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.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
using ProjectZ.InGame.GameObjects.Dungeon;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|
{
|
|
internal class EnemyGhini : GameObject
|
|
{
|
|
private readonly BodyComponent _body;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly Animator _animator;
|
|
private readonly AiDamageState _damageState;
|
|
private readonly DamageFieldComponent _damageField;
|
|
private readonly CSprite _sprite;
|
|
|
|
private readonly Rectangle _triggerField;
|
|
private readonly Vector2 _centerPosition;
|
|
|
|
private Vector2 _velocity;
|
|
|
|
private double _direction;
|
|
|
|
private float _flyHeight = 14;
|
|
private float _rotationDirection;
|
|
private float _dirChangeCount;
|
|
private float _transparency;
|
|
|
|
private bool _mainGhini;
|
|
|
|
public EnemyGhini() : base("ghini") { }
|
|
|
|
public EnemyGhini(Map.Map map, int posX, int posY, bool mainGhini, bool spawnAnimation) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(posX + 8, posY + 16, spawnAnimation ? 0 : _flyHeight);
|
|
EntitySize = new Rectangle(-8, -32, 16, 32);
|
|
|
|
_mainGhini = mainGhini;
|
|
|
|
_triggerField = map.GetField(posX, posY);
|
|
_centerPosition = new Vector2(_triggerField.Center.X, _triggerField.Center.Y + 16);
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/ghini");
|
|
_animator.Play("fly_1");
|
|
|
|
_sprite = new CSprite(EntityPosition) { Color = spawnAnimation ? Color.Transparent : Color.White };
|
|
var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
|
|
|
|
_body = new BodyComponent(EntityPosition, -6, -12, 12, 12, 8)
|
|
{
|
|
CollisionTypes = Values.CollisionTypes.None,
|
|
IgnoreHoles = true,
|
|
IgnoresZ = true,
|
|
};
|
|
|
|
var stateInit = new AiState();
|
|
stateInit.Trigger.Add(new AiTriggerCountdown(64, null, () => _aiComponent.ChangeState("spawning")));
|
|
var stateSpawning = new AiState(UpdateSpawning);
|
|
var stateFlying = new AiState(UpdateFlying);
|
|
|
|
_aiComponent = new AiComponent();
|
|
_aiComponent.States.Add("init", stateInit);
|
|
_aiComponent.States.Add("spawning", stateSpawning);
|
|
_aiComponent.States.Add("flying", stateFlying);
|
|
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 8, true, false) { IsActive = !spawnAnimation };
|
|
_damageState.OnDeath = OnDeath;
|
|
|
|
_aiComponent.ChangeState(spawnAnimation ? "init" : "flying");
|
|
|
|
var damageCollider = new CBox(EntityPosition, -6, -14, 0, 12, 14, 8, true);
|
|
|
|
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4) { IsActive = !spawnAnimation });
|
|
AddComponent(HittableComponent.Index, new HittableComponent(damageCollider, OnHit));
|
|
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 ShadowBodyDrawComponent(EntityPosition));
|
|
}
|
|
|
|
private void UpdateSpawning()
|
|
{
|
|
_transparency = AnimationHelper.MoveToTarget(_transparency, 1, Game1.TimeMultiplier * 0.15f);
|
|
_sprite.Color = Color.White * _transparency;
|
|
|
|
EntityPosition.Z += Game1.TimeMultiplier * 0.25f;
|
|
|
|
if (EntityPosition.Z >= _flyHeight)
|
|
{
|
|
EntityPosition.Z = _flyHeight;
|
|
_aiComponent.ChangeState("flying");
|
|
_damageState.IsActive = true;
|
|
_damageField.IsActive = true;
|
|
}
|
|
}
|
|
|
|
private void UpdateFlying()
|
|
{
|
|
_dirChangeCount -= Game1.DeltaTime;
|
|
|
|
// change the direction
|
|
if (_dirChangeCount <= 0)
|
|
{
|
|
// the farther away the enemy is from the origin the more likely it becomes that he will move towards the center position
|
|
var directionToStart = _centerPosition - EntityPosition.Position;
|
|
var radiusToCenter = Math.Atan2(directionToStart.Y, directionToStart.X);
|
|
|
|
var maxDistanceX = 85.0f;
|
|
var maxDistanceY = 55.0f;
|
|
var distanceMultiplier = Math.Clamp(
|
|
Math.Min(
|
|
(maxDistanceX - Math.Abs(directionToStart.X)) / maxDistanceX,
|
|
(maxDistanceY - Math.Abs(directionToStart.Y)) / maxDistanceY), 0, 1);
|
|
|
|
_direction = radiusToCenter + (Math.PI - Game1.RandomNumber.Next(0, 628) / 100f) * distanceMultiplier;
|
|
|
|
// new direction + new rotation speed
|
|
_dirChangeCount = Game1.RandomNumber.Next(750, 1500) * (distanceMultiplier * 0.5f + 0.5f);
|
|
_rotationDirection = Game1.RandomNumber.Next(-100, 100) / 1000f * distanceMultiplier;
|
|
}
|
|
|
|
_velocity *= (float)Math.Pow(0.95f, Game1.TimeMultiplier);
|
|
|
|
_velocity += new Vector2((float)Math.Cos(_direction), (float)Math.Sin(_direction)) * 0.035f * Game1.TimeMultiplier;
|
|
_direction += _rotationDirection * Game1.TimeMultiplier;
|
|
|
|
// clamp the speed
|
|
if (_velocity.Length() > 1.75f)
|
|
{
|
|
_velocity.Normalize();
|
|
_velocity *= 1.75f;
|
|
}
|
|
|
|
_body.VelocityTarget = _velocity;
|
|
|
|
_animator.Play("fly_" + (_body.VelocityTarget.X < 0 ? -1 : 1));
|
|
}
|
|
|
|
private void OnDeath(bool pieceOfPower)
|
|
{
|
|
if (_mainGhini)
|
|
KillOtherGhinies();
|
|
|
|
if (Game1.RandomNumber.Next(0, 100) < 75)
|
|
{
|
|
_damageState.SpawnItems = false;
|
|
// spawns a fairy
|
|
Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, (int)EntityPosition.Z));
|
|
}
|
|
|
|
_damageState.BaseOnDeath(pieceOfPower);
|
|
}
|
|
|
|
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
|
|
{
|
|
if (type == HitType.MagicPowder)
|
|
return Values.HitCollision.None;
|
|
|
|
if (type == HitType.Bomb || type == HitType.Bow || type == HitType.MagicRod)
|
|
damage *= 2;
|
|
|
|
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
|
|
}
|
|
|
|
private void KillOtherGhinies()
|
|
{
|
|
var enemyList = new List<GameObject>();
|
|
|
|
Map.Objects.GetGameObjectsWithTag(enemyList, Values.GameObjectTag.Enemy,
|
|
_triggerField.X, _triggerField.Y, _triggerField.Width, _triggerField.Height);
|
|
|
|
foreach (var enemy in enemyList)
|
|
{
|
|
if (enemy != this && enemy.IsActive && (enemy.GetType() == typeof(EnemyGhini) ||
|
|
enemy.GetType() == typeof(EnemyGhiniGiant)))
|
|
{
|
|
var aiComponent = (AiComponent)enemy.Components[AiComponent.Index];
|
|
aiComponent?.ChangeState("damageDeath");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |