mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-22 14:32:46 +00:00
368 lines
14 KiB
C#
368 lines
14 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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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.GameObjects.Dungeon;
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using ProjectZ.InGame.GameObjects.Enemies;
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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.MidBoss
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{
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class MKingMoblin : GameObject
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{
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private readonly BodyComponent _body;
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private readonly BodyDrawComponent _bodyDrawComponent;
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _damageState;
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private readonly CSprite _sprite;
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private readonly DamageFieldComponent _damageField;
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private readonly Animator _animator;
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private readonly Vector2 _spawnPosition;
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private Vector2 _moveDirection;
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private readonly string _triggerKey;
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private readonly string _saveKey;
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private const int Lives = 8;
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private double _bounceTime;
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private int _direction;
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private bool _endWaiting;
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public MKingMoblin() : base("king_moblin") { }
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public MKingMoblin(Map.Map map, int posX, int posY, string triggerKey, string saveKey) : base(map)
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{
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// was the boss already defeated?
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if (!string.IsNullOrEmpty(saveKey) && Game1.GameManager.SaveManager.GetString(saveKey) == "1")
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{
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IsDead = true;
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return;
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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(-12, -24, 24, 24);
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_triggerKey = triggerKey;
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_saveKey = saveKey;
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_spawnPosition = EntityPosition.Position;
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_animator = AnimatorSaveLoad.LoadAnimator("MidBoss/bigMoblin");
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_animator.Play("wait");
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_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, -10, -16, 20, 16, 8)
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{
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MoveCollision = OnCollision,
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Drag = 0.65f,
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DragAir = 0.95f,
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Gravity = -0.15f,
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FieldRectangle = map.GetField(posX, posY)
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};
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var stateWaiting = new AiState(UpdateWaiting);
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var stateWalk = new AiState(UpdateWalk);
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var stateSpear = new AiState(UpdateSpear);
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var statePostSpear = new AiState();
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statePostSpear.Trigger.Add(new AiTriggerCountdown(500, null, ToWalking));
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var statePreAttack = new AiState(UpdatePreAttack);
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var stateAttack = new AiState();
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stateAttack.Trigger.Add(new AiTriggerCountdown(550, null, ToWalking));
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var stateBounce = new AiState(UpdateBound);
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var stateLook = new AiState(UpdateLook);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("waiting", stateWaiting);
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_aiComponent.States.Add("walk", stateWalk);
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_aiComponent.States.Add("spear", stateSpear);
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_aiComponent.States.Add("postSpear", statePostSpear);
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_aiComponent.States.Add("preAttack", statePreAttack);
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_aiComponent.States.Add("attack", stateAttack);
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_aiComponent.States.Add("bounce", stateBounce);
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_aiComponent.States.Add("look", stateLook);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, Lives, true, false)
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{
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ExplostionWidth = 22,
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ExplostionHeight = 18
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};
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_damageState.AddBossDamageState(OnDeath);
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_aiComponent.ChangeState("waiting");
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var hittableBox = new CBox(EntityPosition, -10, -14, 0, 20, 14, 8, true);
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var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 8, true);
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_bodyDrawComponent = new BodyDrawComponent(_body, _sprite, Values.LayerPlayer);
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if (!string.IsNullOrEmpty(_triggerKey))
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AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 1 });
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4) { OnDamagedPlayer = OnDamagedPlayer });
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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(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 16, ShadowHeight = 6 });
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}
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private void KeyChanged()
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{
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// activate the boss after entering the room
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if (IsActive &&
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_aiComponent.CurrentStateId == "waiting" &&
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Game1.GameManager.SaveManager.GetString(_triggerKey) == "1")
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{
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_endWaiting = true;
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}
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}
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private void OnDamagedPlayer()
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{
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if (_aiComponent.CurrentStateId == "attack")
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{
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Game1.GameManager.PlaySoundEffect("D360-11-0B");
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ToWalking();
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}
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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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return false;
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var mult = _body.IsGrounded ? 3.5f : 1.5f;
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_body.Velocity = new Vector3(direction.X * mult, direction.Y * mult, 0);
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return true;
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}
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private void UpdateWaiting()
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{
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if (_body.IsGrounded)
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{
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if (_endWaiting)
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{
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ToWalking();
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Game1.GameManager.StartDialogPath("mc_boss_enter");
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return;
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}
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{
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// the farther away the enemy is from the origin the more likely it becomes that he will move towards the center position
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var directionToStart = _spawnPosition - EntityPosition.Position;
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var radiusToCenter = MathF.Atan2(directionToStart.Y, directionToStart.X);
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var maxDistanceX = 15.0f;
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var maxDistanceY = 15.0f;
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var distanceMultiplier = Math.Clamp(
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Math.Min(
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(maxDistanceX - Math.Abs(directionToStart.X)) / maxDistanceX,
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(maxDistanceY - Math.Abs(directionToStart.Y)) / maxDistanceY), 0, 1);
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var dir = radiusToCenter + (Math.PI - Game1.RandomNumber.Next(0, 628) / 100f) * distanceMultiplier;
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_body.VelocityTarget = new Vector2((float)Math.Cos(dir), (float)Math.Sin(dir)) * 0.125f * Game1.TimeMultiplier;
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}
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_direction = EntityPosition.X < MapManager.ObjLink.EntityPosition.X ? 2 : 0;
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_animator.Play("idle_" + _direction);
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_body.Velocity = new Vector3(0, 0, 1.25f);
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}
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}
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private void ToWalking()
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{
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_aiComponent.ChangeState("walk");
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_damageField.PushMultiplier = 1.75f;
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_direction = EntityPosition.X < MapManager.ObjLink.EntityPosition.X ? 2 : 0;
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_animator.Play("idle_" + _direction);
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_body.Velocity = new Vector3(0, 0, 1.25f);
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}
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private void UpdateWalk()
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{
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// start new jump
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if (_body.IsGrounded)
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{
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// if we are on the same height as the player start attacking
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var distance = MapManager.ObjLink.EntityPosition.Y - EntityPosition.Y;
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if (Math.Abs(distance) < 16)
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{
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_direction = EntityPosition.X < MapManager.ObjLink.EntityPosition.X ? 2 : 0;
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if (Game1.RandomNumber.Next(0, 4) == 0)
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{
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ToThrowSpear();
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return;
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}
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if (Game1.RandomNumber.Next(0, 4) == 0)
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{
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ToPreAttack();
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return;
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}
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}
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_animator.Play("idle_" + _direction);
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var targetPosition = new Vector2(MapManager.ObjLink.EntityPosition.X + (_direction == 0 ? 50 : -50), MapManager.ObjLink.EntityPosition.Y);
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_moveDirection = targetPosition - EntityPosition.Position;
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if (_moveDirection != Vector2.Zero)
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_moveDirection.Normalize();
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_moveDirection *= 0.5f;
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_body.Velocity = new Vector3(0, 0, 1.25f);
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}
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_body.VelocityTarget = _moveDirection;
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}
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private void ToThrowSpear()
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{
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_aiComponent.ChangeState("spear");
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("throw_" + _direction);
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}
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private void UpdateSpear()
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{
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if (!_animator.IsPlaying)
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{
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_animator.Play("idle_" + _direction);
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_aiComponent.ChangeState("postSpear");
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// spawn spear
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var spear = new EnemySpear(Map, new Vector3(EntityPosition.X, EntityPosition.Y - 9, 3), AnimationHelper.DirectionOffset[_direction] * 2f);
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Map.Objects.SpawnObject(spear);
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}
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}
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private void ToPreAttack()
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{
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_aiComponent.ChangeState("preAttack");
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("arm_" + _direction);
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}
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private void UpdatePreAttack()
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{
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Game1.GameManager.PlaySoundEffect("D360-09-09", false);
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// start attacking
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if (!_animator.IsPlaying)
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ToAttack();
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}
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private void ToAttack()
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{
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_aiComponent.ChangeState("attack");
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_damageField.PushMultiplier = 3.5f;
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_body.VelocityTarget = new Vector2(_direction == 0 ? -1 : 1, 0) * 2.5f;
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_animator.Play("attack_" + _direction);
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}
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private void ToBounce()
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{
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_aiComponent.ChangeState("bounce");
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Game1.GameManager.PlaySoundEffect("D360-11-0B");
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_animator.Play("wall");
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_damageField.PushMultiplier = 1.75f;
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_body.VelocityTarget = Vector2.Zero;
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_body.Velocity = new Vector3(_direction == 0 ? 1.0f : -1.0f, 0, 1.75f);
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_bounceTime = Game1.TotalGameTime;
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// shake the screen
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Game1.GameManager.ShakeScreen(800, 4, 1, 5, 5);
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}
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private void UpdateBound()
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{
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if (_bounceTime + 1500 < Game1.TotalGameTime)
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ToLook();
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}
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private void ToLook()
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{
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_aiComponent.ChangeState("look");
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_animator.Play("look_" + _direction);
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}
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private void UpdateLook()
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{
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if (!_animator.IsPlaying)
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ToWalking();
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}
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private void OnDeath()
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{
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if (!string.IsNullOrEmpty(_saveKey))
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Game1.GameManager.SaveManager.SetString(_saveKey, "1");
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Game1.GameManager.StartDialogPath("mc_boss_defeat");
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// spawn fairy
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Game1.GameManager.PlaySoundEffect("D360-27-1B");
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Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 8));
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Map.Objects.DeleteObjects.Add(this);
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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_bodyDrawComponent.Draw(spriteBatch);
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if (_aiComponent.CurrentStateId == "bounce" || _aiComponent.CurrentStateId == "damage")
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{
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var sourceRectangle = new Rectangle(188, 11, 4, 4);
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var distance = new Vector2((float)Math.Sin(Game1.TotalGameTime / 100f) * 8, (float)Math.Cos(Game1.TotalGameTime / 100f) * 3);
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spriteBatch.Draw(Resources.SprMidBoss, new Vector2(
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EntityPosition.X + distance.X - 2, EntityPosition.Y - EntityPosition.Z - 18 + distance.Y - 2), sourceRectangle, Color.White);
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spriteBatch.Draw(Resources.SprMidBoss, new Vector2(
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EntityPosition.X - distance.X - 2, EntityPosition.Y - EntityPosition.Z - 18 - distance.Y - 2), sourceRectangle, Color.White);
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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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if (_aiComponent.CurrentStateId == "damage")
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return Values.HitCollision.Enemy;
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if (_aiComponent.CurrentStateId != "bounce")
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return Values.HitCollision.RepellingParticle;
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Game1.GameManager.PlaySoundEffect("D370-07-07");
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_damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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return Values.HitCollision.Enemy;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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if ((direction & Values.BodyCollision.Horizontal) != 0 && _aiComponent.CurrentStateId == "attack")
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ToBounce();
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}
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}
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}
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