mirror of
https://github.com/Phantop/LADXHD.git
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154 lines
6.1 KiB
C#
154 lines
6.1 KiB
C#
using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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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.Base.CObjects;
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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.Enemies
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{
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internal class EnemyOctorok : 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 Animator _animator;
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private readonly Vector2[] _shotOffset =
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{
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new Vector2(-8, -1),new Vector2(0, -6),
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new Vector2(8, -1),new Vector2(0, 11)
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};
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private float _walkSpeed = 0.5f;
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private int _direction;
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public EnemyOctorok() : base("octorok") { }
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public EnemyOctorok(Map.Map map, int posX, int posY) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 12, 0);
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EntitySize = new Rectangle(-8, -15, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/octorok");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -15));
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_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
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{
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MoveCollision = OnCollision,
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AbsorbPercentage = 0.9f,
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CollisionTypes =
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Values.CollisionTypes.Normal |
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Values.CollisionTypes.Enemy |
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Values.CollisionTypes.Player,
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AvoidTypes =
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Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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Bounciness = 0.25f,
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Drag = 0.85f,
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};
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var walkingState = new AiState { Init = ToWalking };
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walkingState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1000));
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var idleState = new AiState { Init = ToIdle };
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idleState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 250, 500));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("walking", walkingState);
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_aiComponent.States.Add("idle", idleState);
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new AiFallState(_aiComponent, _body, OnHoleAbsorb, null);
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_aiComponent.ChangeState("walking");
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var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = OnBurn };
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var damageBox = new CBox(EntityPosition, -8, -13, 0, 16, 13, 4);
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var hittableBox = new CBox(EntityPosition, -7, -15, 0, 14, 15, 8);
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var pushableBox = new CBox(EntityPosition, -7, -13, 0, 14, 13, 4);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.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(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f });
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}
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public override void Init()
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{
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base.Init();
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if (!IsActive)
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return;
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// random start position/state
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_direction = Game1.RandomNumber.Next(0, 4);
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_animator.Play("walk_" + _direction);
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_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 2) == 0 ? "idle" : "walking");
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}
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private void ToIdle()
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{
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_animator.Play("stand_" + _direction);
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_body.VelocityTarget = new Vector2(0, 0);
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// shoot if the player is in the range and in the right direction
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection.Length() < 80)
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{
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if (playerDirection != Vector2.Zero)
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playerDirection.Normalize();
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var direction = AnimationHelper.GetDirection(playerDirection);
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if (direction == _direction)
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{
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// shoot
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var shot = new EnemyOctorokShot(Map,
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EntityPosition.X + _shotOffset[_direction].X,
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EntityPosition.Y + _shotOffset[_direction].Y,
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AnimationHelper.DirectionOffset[_direction] * 2f);
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Map.Objects.SpawnObject(shot);
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}
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}
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}
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private void ToWalking()
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{
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// random new direction
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_direction = Game1.RandomNumber.Next(0, 4);
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_animator.Play("walk_" + _direction);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _walkSpeed;
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}
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private void OnBurn()
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{
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_animator.Pause();
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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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_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
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return true;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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if (_aiComponent.CurrentStateId == "walking")
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_aiComponent.ChangeState("idle");
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}
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private void OnHoleAbsorb()
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{
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_animator.SpeedMultiplier = 3f;
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_animator.Play("walk_" + _direction);
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}
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}
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} |