mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
193 lines
7.7 KiB
C#
193 lines
7.7 KiB
C#
using System;
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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.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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using ProjectZ.InGame.GameObjects.Things;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyBuzzBlob : GameObject
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{
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private readonly Animator _animator;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _damageState;
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private readonly AiStunnedState _sunnedState;
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private readonly float _moveSpeed = 0.33f;
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private const int ShockTime = 550;
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private bool _isCukeman;
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public EnemyBuzzBlob() : base("buzz blob") { }
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public EnemyBuzzBlob(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(-10, -16, 20, 20);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/buzzblob");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-6, -16));
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var fieldRectangle = map.GetField(posX, posY);
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_body = new BodyComponent(EntityPosition, -4, -10, 8, 10, 8)
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{
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AvoidTypes = Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = fieldRectangle
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};
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var stateWalking = new AiState() { Init = InitWalking };
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stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1000));
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var stateShocking = new AiState(UpdateShocking);
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stateShocking.Trigger.Add(new AiTriggerCountdown(ShockTime, null, () => _aiComponent.ChangeState("postShock")));
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var statePostShock = new AiState() { Init = InitPostShock };
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statePostShock.Trigger.Add(new AiTriggerCountdown(350, null, () => _aiComponent.ChangeState("walking")));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("shocking", stateShocking);
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_aiComponent.States.Add("postShock", statePostShock);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 4, false) { OnDeath = OnDeath, OnBurn = () => _animator.Pause() };
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_sunnedState = new AiStunnedState(_aiComponent, animationComponent, 3300, 900) { ShakeOffset = 1, SilentStateChange = false, ReturnState = "walking" };
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new AiFallState(_aiComponent, _body, OnHolePull, OnHoleDeath, 400);
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_aiComponent.ChangeState("walking");
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var interactionBox = new CBox(EntityPosition, -10, -16, 20, 20, 8);
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var hittableBox = new CBox(EntityPosition, -6, -14, 12, 14, 8);
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var damageBox = new CBox(EntityPosition, -5, -12, 0, 10, 12, 4);
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var pushableBox = new CBox(EntityPosition, -4, -11, 0, 8, 11, 4);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(InteractComponent.Index, new InteractComponent(interactionBox, OnInteract));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
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}
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private void OnDeath(bool pieceOfPower)
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{
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Game1.GameManager.UseShockEffect = false;
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_damageState.BaseOnDeath(pieceOfPower);
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}
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private void UpdateShocking()
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{
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MapManager.ObjLink.CanWalk = false;
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}
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private void InitPostShock()
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{
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Game1.GameManager.UseShockEffect = false;
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}
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private void InitWalking()
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{
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_animator.Play(_isCukeman ? "cukeman" : "walk");
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// new random direction
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var directionIndex = Game1.RandomNumber.Next(0, 8);
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var radius = directionIndex / 4.0 * Math.PI;
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_body.VelocityTarget = new Vector2((float)Math.Sin(radius), (float)Math.Cos(radius)) * _moveSpeed;
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}
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private void OnHolePull()
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{
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_animator.Play("walk");
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_animator.SpeedMultiplier = 2.0f;
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}
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private void OnHoleDeath()
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{
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Game1.GameManager.UseShockEffect = false;
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}
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private bool OnInteract()
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{
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if (!_isCukeman)
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return false;
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Game1.GameManager.StartDialogPath("cukeman");
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return true;
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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, direction.Y, _body.Velocity.Z) * 2f;
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return true;
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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 (_damageState.IsInDamageState())
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return Values.HitCollision.None;
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if ((damageType & HitType.Hookshot) != 0)
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{
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_animator.Pause();
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_sunnedState.StartStun();
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_body.Velocity.X = direction.X * 5;
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_body.Velocity.Y = direction.Y * 5;
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_body.VelocityTarget = Vector2.Zero;
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return Values.HitCollision.Enemy;
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}
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else if (damageType == HitType.MagicPowder)
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{
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_isCukeman = true;
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_animator.Play("cukeman");
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Game1.GameManager.PlaySoundEffect("D360-03-03");
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// spawn explosion effect
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ObjAnimator animator;
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Map.Objects.SpawnObject(animator = new ObjAnimator(Map, 0, 0, Values.LayerBottom, "Particles/spawn", "run", true));
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animator.EntityPosition.Set(new Vector2(EntityPosition.X - 8, EntityPosition.Y - 16));
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return Values.HitCollision.Enemy;
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}
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else if (!_sunnedState.IsStunned() && ((damageType & HitType.Sword) != 0 || damageType == HitType.PegasusBootsSword))
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{
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StartShock();
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return Values.HitCollision.Enemy;
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}
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if ((damageType & HitType.Sword) == 0 && damageType != HitType.PegasusBootsSword && damageType != HitType.SwordShot)
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damage *= 2;
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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private void StartShock()
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{
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if (_aiComponent.CurrentStateId == "shocking")
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return;
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MapManager.ObjLink.ShockPlayer(ShockTime);
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Game1.GameManager.PlaySoundEffect("D378-28-1C");
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_body.VelocityTarget = Vector2.Zero;
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_aiComponent.ChangeState("shocking");
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_animator.Play("shock");
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}
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}
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} |