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

167 lines
6.5 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.GameObjects.Things;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
using ProjectZ.Base;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyBombite : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private readonly AiTriggerSwitch _damageCooldown;
private readonly CBox _pongCollider;
private const float WalkSpeed = 0.5f;
private int _direction;
public EnemyBombite() : base("bombite") { }
public EnemyBombite(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -16, 16, 16);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/bombite");
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -16));
_body = new BodyComponent(EntityPosition, -6, -12, 12, 11, 8)
{
MoveCollision = OnCollision,
AbsorbPercentage = 0.9f,
CollisionTypes = Values.CollisionTypes.Normal,
AvoidTypes =
Values.CollisionTypes.Hole |
Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
Bounciness = 0.25f,
Drag = 0.85f,
};
var stateIdle = new AiState();
stateIdle.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 250, 500));
var statePong = new AiState(UpdatePong);
statePong.Trigger.Add(new AiTriggerCountdown(1100, null, Explode));
statePong.Trigger.Add(new AiTriggerCountdown(750, null, StartBlinking));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("pong", statePong);
new AiFallState(_aiComponent, _body, OnHoleAbsorb, null);
_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1, false);
_aiComponent.Trigger.Add(_damageCooldown = new AiTriggerSwitch(250));
_aiComponent.ChangeState("idle");
ChangeDirection();
var damageBox = new CBox(EntityPosition, -6, -13, 0, 12, 12, 4);
_pongCollider = new CBox(EntityPosition, -6, -12, 0, 12, 11, 8);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 4));
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 UpdatePong()
{
var hitReturn = Map.Objects.Hit(this, _pongCollider.Box.Center, _pongCollider.Box, HitType.Bomb, 2, false);
if (hitReturn == Values.HitCollision.Enemy)
Explode();
}
private void ChangeDirection()
{
_direction = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed;
}
private void StartBlinking()
{
_damageState.SetDamageState();
}
private void Explode()
{
// spawn explosion effect
var objExplosion = new ObjBomb(Map, EntityPosition.X, EntityPosition.Y, false, false) { DamageEnemies = true };
objExplosion.Explode();
Map.Objects.SpawnObject(objExplosion);
Map.Objects.DeleteObjects.Add(this);
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (!_damageCooldown.State || gameObject == this)
return Values.HitCollision.None;
_damageCooldown.Reset();
if (damageType == HitType.Bomb && !(gameObject is EnemyBombite))
{
// spawn a bomb
_damageState.SpawnItem = "bomb_1";
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
// hookshot/boomerang freeze
_body.FieldRectangle = RectangleF.Empty;
if (damageType != HitType.MagicPowder)
_body.VelocityTarget = direction * 3;
else
_body.VelocityTarget = Vector2.Zero;
_animator.Play("damage");
_aiComponent.ChangeState("pong");
return Values.HitCollision.Enemy;
}
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);
return true;
}
private void OnCollision(Values.BodyCollision direction)
{
if (_aiComponent.CurrentStateId == "pong")
{
Game1.GameManager.PlaySoundEffect("D360-09-09");
if ((direction & Values.BodyCollision.Horizontal) != 0)
_body.VelocityTarget.X = -_body.VelocityTarget.X;
else if ((direction & Values.BodyCollision.Vertical) != 0)
_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
}
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 3f;
_animator.Play("idle");
}
}
}