mirror of
https://github.com/Phantop/LADXHD.git
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167 lines
6.5 KiB
C#
167 lines
6.5 KiB
C#
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.Components.AI;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Things;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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using ProjectZ.Base;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyBombite : GameObject
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{
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly AiDamageState _damageState;
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private readonly AiTriggerSwitch _damageCooldown;
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private readonly CBox _pongCollider;
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private const float WalkSpeed = 0.5f;
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private int _direction;
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public EnemyBombite() : base("bombite") { }
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public EnemyBombite(Map.Map map, int posX, int posY) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/bombite");
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_animator.Play("idle");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-7, -16));
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_body = new BodyComponent(EntityPosition, -6, -12, 12, 11, 8)
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{
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MoveCollision = OnCollision,
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AbsorbPercentage = 0.9f,
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CollisionTypes = Values.CollisionTypes.Normal,
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AvoidTypes =
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Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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Bounciness = 0.25f,
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Drag = 0.85f,
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};
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var stateIdle = new AiState();
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stateIdle.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 250, 500));
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var statePong = new AiState(UpdatePong);
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statePong.Trigger.Add(new AiTriggerCountdown(1100, null, Explode));
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statePong.Trigger.Add(new AiTriggerCountdown(750, null, StartBlinking));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("pong", statePong);
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new AiFallState(_aiComponent, _body, OnHoleAbsorb, null);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1, false);
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_aiComponent.Trigger.Add(_damageCooldown = new AiTriggerSwitch(250));
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_aiComponent.ChangeState("idle");
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ChangeDirection();
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var damageBox = new CBox(EntityPosition, -6, -13, 0, 12, 12, 4);
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_pongCollider = new CBox(EntityPosition, -6, -12, 0, 12, 11, 8);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 4));
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f });
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}
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private void UpdatePong()
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{
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var hitReturn = Map.Objects.Hit(this, _pongCollider.Box.Center, _pongCollider.Box, HitType.Bomb, 2, false);
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if (hitReturn == Values.HitCollision.Enemy)
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Explode();
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}
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private void ChangeDirection()
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{
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_direction = Game1.RandomNumber.Next(0, 4);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed;
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}
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private void StartBlinking()
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{
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_damageState.SetDamageState();
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}
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private void Explode()
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{
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// spawn explosion effect
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var objExplosion = new ObjBomb(Map, EntityPosition.X, EntityPosition.Y, false, false) { DamageEnemies = true };
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objExplosion.Explode();
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Map.Objects.SpawnObject(objExplosion);
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Map.Objects.DeleteObjects.Add(this);
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}
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private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if (!_damageCooldown.State || gameObject == this)
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return Values.HitCollision.None;
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_damageCooldown.Reset();
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if (damageType == HitType.Bomb && !(gameObject is EnemyBombite))
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{
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// spawn a bomb
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_damageState.SpawnItem = "bomb_1";
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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// hookshot/boomerang freeze
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_body.FieldRectangle = RectangleF.Empty;
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if (damageType != HitType.MagicPowder)
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_body.VelocityTarget = direction * 3;
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else
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("damage");
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_aiComponent.ChangeState("pong");
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return Values.HitCollision.Enemy;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
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return true;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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if (_aiComponent.CurrentStateId == "pong")
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{
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Game1.GameManager.PlaySoundEffect("D360-09-09");
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if ((direction & Values.BodyCollision.Horizontal) != 0)
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_body.VelocityTarget.X = -_body.VelocityTarget.X;
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else if ((direction & Values.BodyCollision.Vertical) != 0)
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
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}
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}
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private void OnHoleAbsorb()
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{
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_animator.SpeedMultiplier = 3f;
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_animator.Play("idle");
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}
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}
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} |