mirror of
https://github.com/Phantop/LADXHD.git
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110 lines
4.4 KiB
C#
110 lines
4.4 KiB
C#
using System;
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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.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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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 EnemyAnglerFry : GameObject
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{
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private readonly BodyComponent _body;
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private readonly AiDamageState _damageState;
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private readonly AiComponent _aiComponent;
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private readonly CSprite _sprite;
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private const float MovementSpeed = 0.5f;
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private const int SpawnTime = 100;
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private float _swimCounter;
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public EnemyAnglerFry() : base("anglerFry") { }
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public EnemyAnglerFry(Map.Map map, int posX, int posY, int dir) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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var animator = AnimatorSaveLoad.LoadAnimator("Enemies/angler fry");
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animator.Play("move_" + dir);
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_sprite = new CSprite(EntityPosition);
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_sprite.Color = Color.Transparent;
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var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(-8, -16));
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_body = new BodyComponent(EntityPosition, -8, -16, 16, 16, 8)
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{
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CollisionTypes = Values.CollisionTypes.None,
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DragAir = 0.8f,
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DragWater = 0.8f,
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IgnoresZ = true,
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SplashEffect = false
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};
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var triggerCount = new AiTriggerCountdown(SpawnTime, TickSpawn, () => TickSpawn(1));
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var stateMoving = new AiState(UpdateMoving);
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var stateDespawning = new AiState();
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stateDespawning.Trigger.Add(new AiTriggerCountdown(SpawnTime, TickDespawn, () => TickDespawn(1)));
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_aiComponent = new AiComponent();
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_aiComponent.Trigger.Add(triggerCount);
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_aiComponent.States.Add("moving", stateMoving);
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_aiComponent.States.Add("despawning", stateDespawning);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1)
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{ SpawnItems = false, HitMultiplierX = 6, HitMultiplierY = 6 };
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_aiComponent.ChangeState("moving");
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var hittableBox = new CBox(EntityPosition, -8, -14, 0, 16, 14, 8);
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var damageBox = new CBox(EntityPosition, -7, -12, 0, 14, 12, 4);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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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(AnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
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triggerCount.OnInit();
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_body.VelocityTarget.X = dir * MovementSpeed;
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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if (_damageState.OnHit(originObject, direction, type, damage, pieceOfPower) != Values.HitCollision.None)
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{
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_body.UpdateFieldState = false;
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_body.VelocityTarget = Vector2.Zero;
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}
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return Values.HitCollision.Repelling;
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}
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private void TickSpawn(double time)
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{
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_sprite.Color = Color.White * (float)((SpawnTime - time) / SpawnTime);
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}
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private void UpdateMoving()
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{
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// start despawning
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if (EntityPosition.X < -8 || Map.MapWidth * 16 + 8 < EntityPosition.X)
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_aiComponent.ChangeState("despawning");
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_swimCounter += Game1.DeltaTime;
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_body.VelocityTarget.Y = MathF.Sin(_swimCounter / 300f) * 0.25f;
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}
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private void TickDespawn(double time)
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{
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_sprite.Color = Color.White * (float)(time / SpawnTime);
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if (time <= 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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} |