mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
407 lines
16 KiB
C#
407 lines
16 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.Base;
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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.Things;
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using ProjectZ.InGame.Map;
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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 BossSlimeEelSpawn : GameObject
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{
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private enum SpawnState
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{
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Init,
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Shake,
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FloorBreak,
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FloorGone,
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Wall0,
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ShakeEnd,
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Wall1,
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Wall2,
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Wall3,
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}
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private SpawnState _spawnState;
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private float _spawnCounter;
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private readonly BossSlimeEel _slimeEel;
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private readonly BossSlimeEelTail[] _tailParts = new BossSlimeEelTail[5];
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private readonly AiComponent _aiComponent;
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private readonly CSprite[] _sprite = new CSprite[20];
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private RectangleF _fieldRectangle;
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private Vector2 _centerPosition;
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private float _rotation;
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private readonly float _rotationSpeed;
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private int _rotationDirection = 1;
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private float _shakeSoundCounter;
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private float _tailState;
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private int _tailIndex;
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private bool _tailIsMoving = true;
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private bool _tailComeOut = true;
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private bool _isVisible = false;
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public BossSlimeEelSpawn() : base("slime eel") { }
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public BossSlimeEelSpawn(Map.Map map, int posX, int posY, string saveKey) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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_centerPosition = new Vector2(posX + 8, posY + 8);
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if (!string.IsNullOrWhiteSpace(saveKey) && Game1.GameManager.SaveManager.GetString(saveKey) == "1")
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{
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// respawn the heart if the player died after he killed the boss without collecting the heart
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SpawnHeart();
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SpawnHoles();
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IsDead = true;
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return;
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}
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_sprite[0] = new CSprite("eel_floor_broken", new CPosition(posX - 8, posY - 8, 0), Vector2.Zero);
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_sprite[1] = new CSprite("eel_floor_broken", new CPosition(posX + 8, posY - 8, 0), Vector2.Zero);
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_sprite[2] = new CSprite("eel_floor_broken", new CPosition(posX - 8, posY + 8, 0), Vector2.Zero);
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_sprite[3] = new CSprite("eel_floor_broken", new CPosition(posX + 8, posY + 8, 0), Vector2.Zero);
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_sprite[4] = new CSprite("eel_floor", new CPosition(posX - 8, posY - 8, 0), Vector2.Zero);
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_sprite[5] = new CSprite("eel_floor", new CPosition(posX + 8, posY - 8, 0), Vector2.Zero);
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_sprite[6] = new CSprite("eel_floor", new CPosition(posX - 8, posY + 8, 0), Vector2.Zero);
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_sprite[7] = new CSprite("eel_floor", new CPosition(posX + 8, posY + 8, 0), Vector2.Zero);
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_sprite[8] = new CSprite("eel_wall_open", new CPosition(posX - 40, posY - 56, 0), Vector2.Zero);
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_sprite[9] = new CSprite("eel_wall_open", new CPosition(posX + 24, posY - 56, 0), Vector2.Zero);
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_sprite[10] = new CSprite("eel_wall_open", new CPosition(posX - 40, posY + 56, 0), Vector2.Zero) { SpriteEffect = SpriteEffects.FlipVertically };
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_sprite[11] = new CSprite("eel_wall_open", new CPosition(posX + 24, posY + 56, 0), Vector2.Zero) { SpriteEffect = SpriteEffects.FlipVertically };
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_sprite[12] = new CSprite("eel_wall", new CPosition(posX - 40, posY - 72, 0), Vector2.Zero) { SpriteEffect = SpriteEffects.FlipVertically };
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_sprite[13] = new CSprite("eel_wall", new CPosition(posX + 24, posY - 72, 0), Vector2.Zero) { SpriteEffect = SpriteEffects.FlipVertically };
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_sprite[14] = new CSprite("eel_wall", new CPosition(posX - 40, posY + 72, 0), Vector2.Zero);
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_sprite[15] = new CSprite("eel_wall", new CPosition(posX + 24, posY + 72, 0), Vector2.Zero);
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_sprite[16] = new CSprite("eel_wall", new CPosition(posX - 40, posY - 56, 0), Vector2.Zero);
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_sprite[17] = new CSprite("eel_wall", new CPosition(posX + 24, posY - 56, 0), Vector2.Zero);
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_sprite[18] = new CSprite("eel_wall", new CPosition(posX - 40, posY + 56, 0), Vector2.Zero) { SpriteEffect = SpriteEffects.FlipVertically };
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_sprite[19] = new CSprite("eel_wall", new CPosition(posX + 24, posY + 56, 0), Vector2.Zero) { SpriteEffect = SpriteEffects.FlipVertically };
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// moved down so that we draw over the door
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EntityPosition = new CPosition(posX + 8, posY + 64, 0);
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EntitySize = new Rectangle(-80, -120, 160, 128);
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_fieldRectangle = Map.GetField(posX, posY, 16);
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// ~4 sec for turn
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_rotationSpeed = (MathF.PI * 2) / 60 / 4;
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for (var i = 0; i < _tailParts.Length; i++)
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{
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var spriteIndex = i < 4 ? 1 : 2;
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if (i == 0)
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spriteIndex = 0;
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_tailParts[i] = new BossSlimeEelTail(map, _centerPosition, spriteIndex, null);
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map.Objects.SpawnObject(_tailParts[i]);
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}
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_slimeEel = new BossSlimeEel(map, _centerPosition, this, saveKey);
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map.Objects.SpawnObject(_slimeEel);
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var stateHidden = new AiState(UpdateHidden);
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var stateSpawn = new AiState(UpdateSpawn);
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var stateIdle = new AiState(UpdateIdle);
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var stateDespawn = new AiState(UpdateDespawn);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("hidden", stateHidden);
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_aiComponent.States.Add("spawn", stateSpawn);
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("despawn", stateDespawn);
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_aiComponent.ChangeState("hidden");
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBottom, EntityPosition));
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}
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public void SetTailState(float tailState)
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{
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_tailComeOut = false;
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_tailState = tailState;
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}
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public void ToDespawn()
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{
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_aiComponent.ChangeState("despawn");
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}
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public void ChangeRotation()
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{
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_rotationDirection = -_rotationDirection;
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}
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public void SetTailIsMoving(bool isMoving)
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{
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_tailComeOut = true;
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_tailIsMoving = isMoving;
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}
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private void UpdateHidden()
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{
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// player entered the room?
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if (_fieldRectangle.Contains(MapManager.ObjLink.BodyRectangle))
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{
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Game1.GameManager.StartDialogPath("slime_eel");
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_aiComponent.ChangeState("spawn");
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}
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}
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private void UpdateSpawn()
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{
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_spawnCounter += Game1.DeltaTime;
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var spawnTime = 900;
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var endTime = 5500 + spawnTime * 4;
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if(_spawnState == SpawnState.Shake || _spawnState == SpawnState.FloorBreak)
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{
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// @TODO: sound effect; gets louder over time
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_shakeSoundCounter -= Game1.DeltaTime;
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if (_shakeSoundCounter < 0)
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{
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_shakeSoundCounter += 150;
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Game1.GameManager.PlaySoundEffect("D378-61-3E", true);
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}
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}
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if (_spawnState == SpawnState.Init && _spawnCounter > 1000)
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{
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_spawnState = SpawnState.Shake;
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Game1.GameManager.ShakeScreen(endTime, 1, 2, 6.5f, 4.5f);
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}
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else if (_spawnState == SpawnState.Shake && _spawnCounter > 2000)
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{
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_spawnState = SpawnState.FloorBreak;
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for (var i = 0; i < 4; i++)
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_sprite[4 + i].IsVisible = false;
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}
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else if (_spawnState == SpawnState.FloorBreak && _spawnCounter > 3000)
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{
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_spawnState = SpawnState.FloorGone;
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for (var i = 0; i < 4; i++)
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_sprite[i].IsVisible = false;
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_isVisible = true;
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SpawnStonesCenter();
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SpawnHoles();
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}
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else if (_spawnState == SpawnState.FloorGone && _spawnCounter > 5500)
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{
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_spawnState = SpawnState.Wall0;
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_sprite[16].IsVisible = false;
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_slimeEel.SpawnAttack(0);
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SpawnStonesWall((int)_centerPosition.X - 32, (int)_centerPosition.Y - 56, 1);
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}
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else if (_spawnState == SpawnState.Wall0 && _spawnCounter > 6000)
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{
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_spawnState = SpawnState.ShakeEnd;
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}
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else if (_spawnState == SpawnState.ShakeEnd && _spawnCounter > 5500 + spawnTime)
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{
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_spawnState = SpawnState.Wall1;
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_sprite[17].IsVisible = false;
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_slimeEel.SpawnAttack(1);
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SpawnStonesWall((int)_centerPosition.X + 32, (int)_centerPosition.Y - 56, 1);
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}
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else if (_spawnState == SpawnState.Wall1 && _spawnCounter > 5500 + spawnTime * 2)
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{
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_spawnState = SpawnState.Wall2;
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_sprite[18].IsVisible = false;
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_slimeEel.SpawnAttack(2);
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SpawnStonesWall((int)_centerPosition.X - 32, (int)_centerPosition.Y + 48, -1);
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}
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else if (_spawnState == SpawnState.Wall2 && _spawnCounter > 5500 + spawnTime * 3)
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{
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_spawnState = SpawnState.Wall3;
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_sprite[19].IsVisible = false;
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_slimeEel.SpawnAttack(3);
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SpawnStonesWall((int)_centerPosition.X + 32, (int)_centerPosition.Y + 48, -1);
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}
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else if (_spawnState == SpawnState.Wall3 && _spawnCounter > endTime)
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{
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_aiComponent.ChangeState("idle");
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_slimeEel.ToSpawned();
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}
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if (_isVisible)
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{
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// move the tail out of the hole
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_tailState += Game1.TimeMultiplier * 0.025f;
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if (_tailState > 1)
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_tailState = 1;
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// move the tail left/right
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_rotation = -MathF.Sin((_spawnCounter - 3000) / (endTime - 3000) * MathF.PI * 7) * 0.35f;
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}
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UpdateTail();
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}
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private void SpawnStonesCenter()
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{
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SpawnStoneLine((int)_centerPosition.X - 10, (int)_centerPosition.Y - 12, -1);
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SpawnStoneLine((int)_centerPosition.X - 4, (int)_centerPosition.Y - 12, -0.25f);
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SpawnStoneLine((int)_centerPosition.X + 4, (int)_centerPosition.Y - 12, 0.25f);
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SpawnStoneLine((int)_centerPosition.X + 10, (int)_centerPosition.Y - 12, 1f);
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}
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private void SpawnStoneLine(int posX, int posY, float dir)
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{
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var randomOffset0 = Game1.RandomNumber.Next(80, 120) / 100f;
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var randomOffset1 = Game1.RandomNumber.Next(80, 120) / 100f;
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var randomOffset2 = Game1.RandomNumber.Next(80, 120) / 100f;
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var stone0 = new ObjSmallStone(Map, posX, posY, 0, new Vector3(dir * 0.35f, -0.25f, 1.25f) * randomOffset0, true);
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var stone1 = new ObjSmallStone(Map, posX, posY + 6, 0, new Vector3(dir * 0.35f, 0.0f, 1.25f) * randomOffset1, true);
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var stone2 = new ObjSmallStone(Map, posX, posY + 12, 0, new Vector3(dir * 0.35f, 0.25f, 1.25f) * randomOffset2, true);
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Map.Objects.SpawnObject(stone0);
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Map.Objects.SpawnObject(stone1);
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Map.Objects.SpawnObject(stone2);
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}
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private void SpawnStonesWall(int posX, int posY, int dir)
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{
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Game1.GameManager.PlaySoundEffect("D378-12-0C");
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var randomOffset0 = Game1.RandomNumber.Next(90, 110) / 100f;
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var randomOffset1 = Game1.RandomNumber.Next(90, 110) / 100f;
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var randomOffset2 = Game1.RandomNumber.Next(90, 110) / 100f;
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var randomOffset3 = Game1.RandomNumber.Next(90, 110) / 100f;
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var stone0 = new ObjSmallStone(Map, posX - 5, posY + 2 * dir, 0, new Vector3(-0.15f, 0.95f * dir, 0.85f) * randomOffset0, true);
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var stone1 = new ObjSmallStone(Map, posX - 7, posY, 0, new Vector3(-0.45f, 0.75f * dir, 0.85f) * randomOffset1, true);
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var stone2 = new ObjSmallStone(Map, posX + 5, posY + 2 * dir, 0, new Vector3(0.15f, 0.95f * dir, 0.85f) * randomOffset2, true);
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var stone3 = new ObjSmallStone(Map, posX + 7, posY, 0, new Vector3(0.45f, 0.75f * dir, 0.85f) * randomOffset3, true);
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Map.Objects.SpawnObject(stone0);
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Map.Objects.SpawnObject(stone1);
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Map.Objects.SpawnObject(stone2);
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Map.Objects.SpawnObject(stone3);
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}
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private void SpawnHoles()
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{
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for (var i = 0; i < 4; i++)
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{
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var hole = new ObjHole(Map,
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(int)_centerPosition.X - 16 + (i % 2) * 16,
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(int)_centerPosition.Y - 16 + (i / 2) * 16, 16, 16, Rectangle.Empty, 0, 0, 0);
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Map.Objects.SpawnObject(hole);
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}
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}
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private void UpdateDespawn()
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{
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_tailState -= Game1.TimeMultiplier * 0.025f;
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if (_tailState <= 0)
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{
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_tailState = 0;
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_isVisible = false;
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}
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UpdateTail();
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}
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private void UpdateIdle()
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{
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if (_tailIsMoving)
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_rotation += Game1.TimeMultiplier * _rotationSpeed * _rotationDirection;
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if (_tailComeOut)
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{
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_tailState += Game1.TimeMultiplier * 0.025f;
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if (_tailState > 1)
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_tailState = 1;
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}
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UpdateTail();
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}
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private void UpdateTail()
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{
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var tailLength = _tailState * 47;
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var parts = (int)(tailLength / 10) + 1;
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if (!_isVisible)
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parts = 0;
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_tailIndex = 5 - parts;
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for (var i = 0; i < 5 - parts; i++)
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_tailParts[i].SetActive(false);
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var lastPosition = Vector2.Zero;
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for (var i = 0; i < parts; i++)
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{
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var index = 5 - parts + i;
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_tailParts[index].SetActive(true);
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// rotate the tip farther in the rotation direction
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var dist = ((tailLength - (parts - 1 - i) * 10) / 47f);
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var mult = dist * dist;
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var rotation = _rotation - MathF.Sin(MathF.PI + _rotation * 2) * 0.75f * mult;
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var newPosition = new Vector2(MathF.Sin(rotation), -MathF.Cos(rotation)) * (tailLength - (parts - 1 - i) * 10);
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if (i > 0)
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{
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// make sure that the distance between the parts is 10
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var direction = newPosition - lastPosition;
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direction.Normalize();
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newPosition = lastPosition + direction * 10;
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}
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lastPosition = newPosition;
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_tailParts[index].EntityPosition.Set(_centerPosition + newPosition);
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}
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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for (var i = 0; i < _sprite.Length; i++)
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_sprite[i].Draw(spriteBatch);
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// we cant let the object have its own draw method because we could not set the draw order
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if (_isVisible)
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for (var i = _tailIndex; i < _tailParts.Length; i++)
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_tailParts[i].Sprite.Draw(spriteBatch);
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}
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private void SpawnHeart()
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{
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// spawn big heart
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Map.Objects.SpawnObject(new ObjItem(Map,
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(int)_centerPosition.X - 8, (int)_centerPosition.Y - 32, "j", "d5_nHeart", "heartMeterFull", null));
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}
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}
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} |