LADXHD/InGame/GameObjects/Enemies/EnemyBeetle.cs
2023-12-14 17:21:22 -05:00

148 lines
5.7 KiB
C#

using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyBeetle : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiFallState _aiFallState;
private readonly AiTriggerRandomTime _directionChangeCounter;
private readonly AiDamageState _damageState;
private float _walkSpeed = 0.5f;
private int _direction;
private bool _finishedSpawning;
public EnemyBeetle() : base("beetle") { }
public EnemyBeetle(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 14, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/beetle");
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -11));
_body = new BodyComponent(EntityPosition, -5, -8, 10, 8, 8)
{
AbsorbPercentage = 0.9f,
CollisionTypes =
Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy |
Values.CollisionTypes.Player,
AvoidTypes =
Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
HoleOnPull = OnHolePull,
AbsorbStop = 0,
FieldRectangle = map.GetField(posX, posY),
Bounciness = 0.25f,
Drag = 0.85f,
MoveCollision = OnMoveCollision
};
var stateMoving = new AiState();
stateMoving.Trigger.Add(_directionChangeCounter = new AiTriggerRandomTime(ChangeDirection, 500, 750));
_aiComponent = new AiComponent();
_aiComponent.States.Add("moving", stateMoving);
// AiFallState sets the HoleAbsorb function
_aiFallState = new AiFallState(_aiComponent, _body, OnHoleAbsorb, null);
_body.HoleAbsorb = OnHoleAbsorb;
var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
playerDirection.Normalize();
_body.VelocityTarget = playerDirection * _walkSpeed;
_aiComponent.ChangeState("moving");
var damageCollider = new CBox(EntityPosition, -6, -10, 0, 12, 10, 4);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f });
}
private void OnMoveCollision(Values.BodyCollision collision)
{
_directionChangeCounter.CurrentTime *= 0.5f;
_body.VelocityTarget = Vector2.Zero;
}
private void OnHolePull(Vector2 direction, float percentage)
{
if (!_finishedSpawning)
{
_body.HoleAbsorption *= 0.25f;
_body.SpeedMultiply = 1.0f;
if (percentage == 0)
{
_finishedSpawning = true;
ChangeDirection();
}
}
}
private void OnHoleAbsorb()
{
if (_finishedSpawning)
{
_animator.SpeedMultiplier = 2f;
_aiFallState.OnHoleAbsorb();
}
else
{
_body.HoleAbsorption *= 0.25f;
_body.SpeedMultiply = 1.0f;
}
}
private void ChangeDirection()
{
// random start position/state
_direction = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _walkSpeed;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
_finishedSpawning = true;
return true;
}
public Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
// make sure to fall into the hole after getting burned while coming out
_finishedSpawning = true;
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
}
}