mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
209 lines
7.9 KiB
C#
209 lines
7.9 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.Map;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|
{
|
|
internal class EnemyBombiteGreen : GameObject
|
|
{
|
|
private readonly BodyComponent _body;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly Animator _animator;
|
|
private readonly AiDamageState _damageState;
|
|
private readonly AiTriggerSwitch _damageCooldown;
|
|
private readonly AiStunnedState _aiStunnedState;
|
|
private readonly CSprite _sprite;
|
|
|
|
private const float WalkSpeed = 0.5f;
|
|
|
|
private int _direction;
|
|
private bool _startedAnimation;
|
|
private bool _follow;
|
|
|
|
public EnemyBombiteGreen() : base("bombiteGreen") { }
|
|
|
|
public EnemyBombiteGreen(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/bombiteGreen");
|
|
|
|
_sprite = new CSprite(EntityPosition);
|
|
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-7, -16));
|
|
|
|
_body = new BodyComponent(EntityPosition, -6, -12, 12, 11, 8)
|
|
{
|
|
AbsorbPercentage = 0.9f,
|
|
CollisionTypes = Values.CollisionTypes.Normal,
|
|
AvoidTypes =
|
|
Values.CollisionTypes.Hole |
|
|
Values.CollisionTypes.NPCWall,
|
|
Bounciness = 0.25f,
|
|
Drag = 0.85f,
|
|
};
|
|
|
|
var stateIdle = new AiState(UpdateIdle) { Init = InitIdle };
|
|
stateIdle.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 250, 500));
|
|
var stateFollow = new AiState(UpdateFollow);
|
|
|
|
_aiComponent = new AiComponent();
|
|
_aiComponent.States.Add("idle", stateIdle);
|
|
_aiComponent.States.Add("follow", stateFollow);
|
|
new AiFallState(_aiComponent, _body, OnHoleAbsorb, null);
|
|
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1, false);
|
|
_aiStunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900) { SilentStateChange = false };
|
|
|
|
_aiComponent.Trigger.Add(_damageCooldown = new AiTriggerSwitch(250));
|
|
|
|
_aiComponent.ChangeState("idle");
|
|
ChangeDirection();
|
|
|
|
var damageCollider = new CBox(EntityPosition, -6, -13, 0, 12, 12, 4);
|
|
|
|
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 InitIdle()
|
|
{
|
|
_animator.Play("idle");
|
|
}
|
|
|
|
private void UpdateIdle()
|
|
{
|
|
if (_follow && !_damageState.IsInDamageState())
|
|
_aiComponent.ChangeState("follow");
|
|
}
|
|
|
|
private void UpdateFollow()
|
|
{
|
|
// start animation when slowed down enough
|
|
if (!_startedAnimation && _body.Velocity.Length() < 0.1f)
|
|
{
|
|
_startedAnimation = true;
|
|
_animator.Play("timer");
|
|
}
|
|
|
|
if (_startedAnimation)
|
|
{
|
|
if (!_animator.IsPlaying)
|
|
Explode();
|
|
else if (_animator.CurrentFrameIndex > 2)
|
|
{
|
|
// blink
|
|
_sprite.SpriteShader = Game1.TotalGameTime % (AiDamageState.BlinkTime * 2) < AiDamageState.BlinkTime ? Resources.DamageSpriteShader0 : null;
|
|
}
|
|
|
|
// move towards the player
|
|
var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
|
var distance = direction.Length();
|
|
if (direction != Vector2.Zero)
|
|
direction.Normalize();
|
|
|
|
if (distance > 20)
|
|
_body.VelocityTarget = direction;
|
|
else
|
|
_body.VelocityTarget = Vector2.Zero;
|
|
}
|
|
}
|
|
|
|
private void ChangeDirection()
|
|
{
|
|
_direction = Game1.RandomNumber.Next(0, 4);
|
|
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * WalkSpeed;
|
|
}
|
|
|
|
private void Explode()
|
|
{
|
|
// spawn explosion effect
|
|
var objExplosion = new ObjBomb(Map, EntityPosition.X, EntityPosition.Y, false, false);
|
|
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 (_damageState.IsInDamageState())
|
|
return Values.HitCollision.None;
|
|
|
|
if (damageType == HitType.Bomb && !(gameObject is EnemyBombite))
|
|
{
|
|
// spawn a bomb
|
|
_damageState.SpawnItem = "bomb_1";
|
|
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
|
|
}
|
|
|
|
// stun state
|
|
if (damageType == HitType.Hookshot || damageType == HitType.Boomerang)
|
|
{
|
|
_body.VelocityTarget = Vector2.Zero;
|
|
_body.Velocity.X += direction.X * 4.0f;
|
|
_body.Velocity.Y += direction.Y * 4.0f;
|
|
|
|
_aiStunnedState.StartStun();
|
|
_animator.Pause();
|
|
|
|
return Values.HitCollision.Enemy;
|
|
}
|
|
|
|
if (damageType != HitType.MagicPowder)
|
|
{
|
|
if (pieceOfPower)
|
|
Game1.GameManager.PlaySoundEffect("D370-17-11");
|
|
|
|
Game1.GameManager.PlaySoundEffect("D360-03-03");
|
|
|
|
if (pieceOfPower)
|
|
_damageState.HitKnockBack(gameObject, direction, damageType, pieceOfPower, false);
|
|
else
|
|
{
|
|
_body.Velocity.X += direction.X * 5.0f;
|
|
_body.Velocity.Y += direction.Y * 5.0f;
|
|
_damageState.SetDamageState(false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_body.Velocity.X += direction.X * 1.0f;
|
|
_body.Velocity.Y += direction.Y * 1.0f;
|
|
_damageState.SetDamageState(false);
|
|
}
|
|
|
|
if (!_aiStunnedState.IsStunned())
|
|
_follow = true;
|
|
|
|
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 OnHoleAbsorb()
|
|
{
|
|
_animator.SpeedMultiplier = 3f;
|
|
_animator.Play("idle");
|
|
}
|
|
}
|
|
} |