mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
290 lines
10 KiB
C#
290 lines
10 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.Bosses
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{
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class BossHardhitBeetle : GameObject
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{
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private readonly Animator _animator;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _aiDamageState;
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private readonly CSprite _sprite;
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private readonly AiTriggerCountdown _hitCooldown;
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private readonly AiTriggerCountdown _colorCountdown;
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private readonly DamageFieldComponent _damageField;
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private EnemyStalfosGreen[] _stalfos = new EnemyStalfosGreen[2];
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private readonly Color[] _colors = {
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new Color(42, 41, 254),
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new Color(0, 149, 114),
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new Color(34, 212, 16),
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new Color(141, 206, 9),
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new Color(254, 198, 1),
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new Color(253, 131, 0),
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new Color(255, 66, 1),
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new Color(253, 0, 0)
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};
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private readonly string _saveKey;
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// small delay before starting to walk
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private float _idleDelayCounter = 250;
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private const int CooldownTime = 250;
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private const float MoveSpeed = 0.375f;
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private int _colorIndex;
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private bool _isDead;
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private float _stalfosCounter;
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private bool _spawnedStalfos;
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public BossHardhitBeetle() : base("hardhit beetle") { }
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public BossHardhitBeetle(Map.Map map, int posX, int posY, string saveKey) : base(map)
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{
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EntityPosition = new CPosition(posX + 16, posY + 32, 0);
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EntitySize = new Rectangle(-16, -40, 32, 40);
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_saveKey = saveKey;
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// was already killed?
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if (!string.IsNullOrEmpty(_saveKey) &&
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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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_animator = AnimatorSaveLoad.LoadAnimator("Nightmares/hardhit beetle");
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_animator.Play("idle");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
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_body = new BodyComponent(EntityPosition, -14, -26, 28, 26, 8)
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{
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Gravity = -0.1f,
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FieldRectangle = Map.GetField(posX, posY, 16)
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};
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var stateIdle = new AiState(UpdateIdle);
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var stateIdleDelay = new AiState(UpdateIdleDelay);
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var stateWalk = new AiState(UpdateWalk) { Init = InitWalk };
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stateWalk.Trigger.Add(new AiTriggerRandomTime(EndWalk, 500, 1000));
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_aiComponent = new AiComponent();
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_aiComponent.Trigger.Add(new AiTriggerRandomTime(Shoot, 750, 2500));
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_aiComponent.Trigger.Add(_colorCountdown = new AiTriggerCountdown(2000, null, OnColorReset));
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_aiComponent.Trigger.Add(_hitCooldown = new AiTriggerCountdown(CooldownTime, TickCooldown, null));
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("idleDelay", stateIdleDelay);
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_aiComponent.States.Add("walk", stateWalk);
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_aiDamageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1)
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{
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HitMultiplierX = 0,
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HitMultiplierY = 0,
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BossHitSound = true
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};
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_aiDamageState.DamageSpriteShader = Resources.DamageSpriteShader1;
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_aiDamageState.AddBossDamageState(OnDeathAnimationEnd);
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_aiComponent.ChangeState("idle");
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var damageBox = new CBox(EntityPosition, -14, -24, 0, 28, 24, 8);
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var hittableBox = new CBox(EntityPosition, -13, -34, 0, 26, 30, 8);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 4));
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BodyComponent.Index, _body);
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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));
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}
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private void UpdateIdle()
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{
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// player enters the room?
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if (_body.FieldRectangle.Contains(MapManager.ObjLink.BodyRectangle))
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{
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Game1.GameManager.StartDialogPath("hardhit_beetle_enter");
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_aiComponent.ChangeState("idleDelay");
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}
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}
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private void UpdateIdleDelay()
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{
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if (Game1.GameManager.DialogIsRunning())
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return;
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_idleDelayCounter -= Game1.DeltaTime;
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if (0 < _idleDelayCounter)
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return;
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_aiComponent.ChangeState("walk");
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}
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private void TickCooldown(double counter)
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{
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_sprite.SpriteShader = (CooldownTime - counter) <= 4200 / 60f ? Resources.DamageSpriteShader0 : null;
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}
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private void OffsetColor(int offset)
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{
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_colorIndex = MathHelper.Clamp(_colorIndex + offset, 0, _colors.Length - 1);
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if (_colorIndex == 0)
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Game1.GameManager.StartDialogPath("hardhit_beetle_1");
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if (_colorIndex < 4)
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_spawnedStalfos = false;
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// spawn stalfos?
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if (!_spawnedStalfos && offset > 0 && _colorIndex >= 6)
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{
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Game1.GameManager.StartDialogPath("hardhit_beetle_2");
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// spawn stalfos with a little delay
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_spawnedStalfos = true;
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_stalfosCounter = 250;
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}
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}
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private void OnColorReset()
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{
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OffsetColor(-1);
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_colorCountdown.OnInit();
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}
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private void InitWalk()
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{
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var direction = Game1.RandomNumber.Next(0, 8) / 4f * MathF.PI;
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_body.VelocityTarget = new Vector2(MathF.Sin(direction), MathF.Cos(direction)) * MoveSpeed;
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}
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private void UpdateWalk()
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{
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if (!_spawnedStalfos || _stalfosCounter <= 0)
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return;
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_stalfosCounter -= Game1.DeltaTime;
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if (_stalfosCounter <= 0)
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{
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for (var i = 0; i < _stalfos.Length; i++)
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{
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if (_stalfos[i] != null && _stalfos[i].Map != null)
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continue;
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var randomOffsetX = Game1.RandomNumber.Next(0, 13) - 6;
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var randomOffsetY = Game1.RandomNumber.Next(0, 8) - 4;
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_stalfos[i] = new EnemyStalfosGreen(Map,
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(int)MapManager.ObjLink.EntityPosition.X - 8 + randomOffsetX,
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(int)MapManager.ObjLink.EntityPosition.Y - 15 + randomOffsetY);
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_stalfos[i].SetAirPosition(32);
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Map.Objects.SpawnObject(_stalfos[i]);
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}
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}
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}
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private void Shoot()
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{
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if (_aiComponent.CurrentStateId != "walk")
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return;
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var objShot = new BossHardhitBeetleShot(Map, new Vector2(EntityPosition.X, EntityPosition.Y - 16), 1);
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Map.Objects.SpawnObject(objShot);
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}
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private void EndWalk()
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{
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_aiComponent.ChangeState("walk");
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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_sprite.Draw(spriteBatch);
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var sourceRectangle = _sprite.SourceRectangle;
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_sprite.SourceRectangle.X += sourceRectangle.Width + (int)(_sprite.Scale * 2);
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_sprite.Color = _colors[_colorIndex];
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_sprite.Draw(spriteBatch);
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_sprite.SourceRectangle = sourceRectangle;
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_sprite.Color = Color.White;
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}
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private void OnDeathAnimationEnd()
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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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// stop boss music
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Game1.GameManager.SetMusic(-1, 2);
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Game1.GameManager.PlaySoundEffect("D378-26-1A");
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// spawns a 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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public Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if (_hitCooldown.CurrentTime > 0 || _isDead || _aiComponent.CurrentStateId == "idle")
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return Values.HitCollision.None;
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_hitCooldown.OnInit();
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if (damageType == HitType.Boomerang)
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damage = 2;
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if (_colorIndex == 0)
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_colorCountdown.OnInit();
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if (_colorIndex == 7)
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{
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_isDead = true;
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_animator.Pause();
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_damageField.IsActive = false;
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_body.VelocityTarget = Vector2.Zero;
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_aiDamageState.OnHit(gameObject, direction, damageType, damage, false);
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}
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else
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{
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_body.Velocity.X = direction.X;
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_body.Velocity.Y = direction.Y;
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Game1.GameManager.PlaySoundEffect("D370-07-07");
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}
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OffsetColor(damage);
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return Values.HitCollision.Repelling | Values.HitCollision.Repelling0;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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return true;
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}
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}
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}
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