mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
228 lines
9.6 KiB
C#
228 lines
9.6 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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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.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.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 EnemyBeamos : GameObject
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{
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly AiTriggerSwitch _shootCooldown;
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private readonly CSprite _sprite;
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private readonly Rectangle _fieldRectangle;
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private Vector2 _shootDirection;
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private Vector2 _shootOrigin;
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private float _shootCounter;
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private float _beamosRotation;
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private int _shootsFired;
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public EnemyBeamos() : base("beamos") { }
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public EnemyBeamos(Map.Map map, int posX, int posY) : base(map)
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{
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Tags = Values.GameObjectTag.Trap;
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EntityPosition = new CPosition(posX + 8, posY + 14, 0);
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EntitySize = new Rectangle(-8, -14, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/beamos");
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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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var body = new BodyComponent(EntityPosition, -7, -12, 14, 14, 8);
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_fieldRectangle = Map.GetField(posX, posY);
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var stateIdle = new AiState(UpdateIdle);
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stateIdle.Trigger.Add(_shootCooldown = new AiTriggerSwitch(1000));
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var statePreShoot = new AiState();
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statePreShoot.Trigger.Add(new AiTriggerCountdown(16000 / 60, TickPreShoot, PreShootEnd));
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var stateShoot = new AiState(UpdateShoot);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("preShoot", statePreShoot);
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_aiComponent.States.Add("shoot", stateShoot);
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_aiComponent.ChangeState("idle");
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var hittableBox = new CBox(EntityPosition, -5, -12, 0, 10, 14, 8);
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var damageBox = new CBox(EntityPosition, -5, -12, 0, 10, 14, 4);
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AddComponent(BodyComponent.Index, body);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 1));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
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}
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private Vector2 GetOrigin()
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{
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return new Vector2(EntityPosition.X, EntityPosition.Y - 8) +
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new Vector2(-MathF.Cos(_beamosRotation), -MathF.Sin(_beamosRotation)) * 4;
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}
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private void UpdateIdle()
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{
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if (!_shootCooldown.State)
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return;
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// get the direction of the beamos from the current animation frame (8 frames for a full rotation)
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var animationFrame = _animator.CurrentFrameIndex;
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_beamosRotation = animationFrame * (MathF.PI * 2) / 8f;
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_shootOrigin = new Vector2(EntityPosition.X, EntityPosition.Y - 8) +
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new Vector2(-MathF.Cos(_beamosRotation), -MathF.Sin(_beamosRotation)) * 4;
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var playerPosition = MapManager.ObjLink.EntityPosition.Position;
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var targetPosition = new Vector2(playerPosition.X, playerPosition.Y - 6);
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var playerDirection = targetPosition - _shootOrigin;
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// if we normalize a zero vector we crash
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// it is really unlikely (probably impossible) but we need to be careful
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if (playerDirection != Vector2.Zero &&
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(playerDirection.Length() < 72 || _fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position)))
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{
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playerDirection.Normalize();
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// there is probably a nicer way to calculate the difference between two angles
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var playerRotation = MathF.Atan2(-playerDirection.Y, -playerDirection.X);
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if (playerRotation < 0)
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playerRotation += MathF.PI * 2;
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var rotationDistance = MathF.Abs(_beamosRotation - playerRotation);
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if (rotationDistance > MathF.PI)
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rotationDistance = MathF.PI - rotationDistance % MathF.PI;
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// start shooting if the beamos is looking at the player
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// we do not divide by 8 because we offset the shoot origin and do not get 8 perfect angles
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if (rotationDistance < MathF.PI / 7.5f)
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{
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_shootDirection = playerDirection;
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if (!CheckForCollision(_shootOrigin, targetPosition))
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ToPreShoot();
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}
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}
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}
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private bool CheckForCollision(Vector2 startPosition, Vector2 endPosition)
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{
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var direction = endPosition - startPosition;
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var distance = direction.Length();
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direction.Normalize();
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var currentPosition = startPosition;
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var steps = 15;
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while (true)
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{
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steps--;
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var modX = currentPosition.X % Values.TileSize;
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var modY = currentPosition.Y % Values.TileSize;
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// move to the next tile edge on the x or y axis
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// could probably be written in a nicer way
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var stepX = Math.Abs((((int)(currentPosition.X / Values.TileSize) +
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(modX == 0 ? Math.Sign(direction.X) : direction.X < 0 ? 0 : 1)) * Values.TileSize - currentPosition.X) / direction.X);
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var stepY = Math.Abs((((int)(currentPosition.Y / Values.TileSize) +
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(modY == 0 ? Math.Sign(direction.Y) : direction.Y < 0 ? 0 : 1)) * Values.TileSize - currentPosition.Y) / direction.Y);
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currentPosition += direction * (stepX < stepY ? stepX : stepY);
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// reached the end position without encountering anything?
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var traveledDistance = (startPosition - currentPosition).Length();
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if (distance < traveledDistance || steps < 0)
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return false;
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// check for a colliding box on the line of sight
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var outBox = Box.Empty;
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var tileX = (int)((currentPosition.X + (direction.X < 0 ? -1 : 1)) / Values.TileSize) * Values.TileSize;
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var tileY = (int)((currentPosition.Y + (direction.Y < 0 ? -1 : 1)) / Values.TileSize) * Values.TileSize;
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if (Map.Objects.Collision(new Box(tileX, tileY, 2, 16, 16, 4), Box.Empty, Values.CollisionTypes.Normal, 0, 1, ref outBox))
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return true;
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}
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}
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private void TickPreShoot(double count)
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{
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_sprite.SpriteShader = count % (8000 / 60f) >= (4000 / 60f) ? Resources.DamageSpriteShader0 : null;
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}
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private void PreShootEnd()
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{
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Game1.GameManager.PlaySoundEffect("D378-08-08");
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_aiComponent.ChangeState("shoot");
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}
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private void ToPreShoot()
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{
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_shootCounter = 0;
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_shootsFired = 0;
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_animator.Pause();
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_aiComponent.ChangeState("preShoot");
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}
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private void UpdateShoot()
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{
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// 16 projectiles
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// ~4 pixels/frame
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// 60 projectiles/second
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_shootCounter += Game1.DeltaTime;
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// spawn projectiles
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// this is a little complicated because the game can run at different framerates
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var projectileInterval = 1 / 60f * 1000;
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while (_shootCounter > projectileInterval * _shootsFired)
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{
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_shootOrigin = GetOrigin();
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// we calculate the position of the first projectile
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var spawnPosition = _shootOrigin + _shootDirection * (4 + _shootCounter / 1000f * 60 * 4);
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// now we go back in the opposite direction to find the exact position of the current projectile
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spawnPosition -= _shootDirection * _shootsFired * 4;
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// spawn the projectile
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var newProjectile = new EnemyBeamosProjectile(Map, spawnPosition, _shootDirection * 4, _shootsFired == 0);
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Map.Objects.SpawnObject(newProjectile);
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_shootsFired++;
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if (_shootsFired >= 16)
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{
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_animator.Continue();
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_aiComponent.ChangeState("idle");
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_shootCooldown.Reset();
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}
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}
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
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{
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if (pushType == PushableComponent.PushType.Impact)
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return true;
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return false;
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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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return Values.HitCollision.RepellingParticle;
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}
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}
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} |