mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
207 lines
8 KiB
C#
207 lines
8 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.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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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyCamoGoblin : 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 DrawShadowCSpriteComponent _shadowComponent;
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private readonly BodyDrawComponent _bodyDrawComponent;
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private readonly DamageFieldComponent _damageField;
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private readonly AiDamageState _damageState;
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private readonly Animator _animator;
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private readonly AnimationComponent _animationComponent;
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private readonly float _movementSpeed;
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private readonly string _strColor;
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public EnemyCamoGoblin() : base("camo goblin") { }
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// color: 0 = red, 1 = green, 2 = blue
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public EnemyCamoGoblin(Map.Map map, int posX, int posY, int color) : 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, -24, 16, 24);
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if (color == 0)
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{
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_strColor = "red";
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_movementSpeed = 1;
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}
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else if (color == 1)
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{
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_strColor = "green";
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_movementSpeed = 0.75f;
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}
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else
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{
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_strColor = "blue";
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_movementSpeed = 1; // TODO: look at real speed
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}
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/camo goblin");
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var sprite = new CSprite(EntityPosition);
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_animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
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_body = new BodyComponent(EntityPosition, -7, -14, 14, 14, 8)
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{
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HoleOnPull = OnHolePull,
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CollisionTypes = Values.CollisionTypes.Normal,
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AvoidTypes = Values.CollisionTypes.Hole,
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FieldRectangle = map.GetField(posX, posY, 16),
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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(UpdateIdle) { Init = InitIdle };
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var stateMove = new AiState { Init = InitMove };
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stateMove.Trigger.Add(new AiTriggerRandomTime(EndMove, 500, 800));
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var stateSpawn = new AiState(UpdateSpawn) { Init = InitSpawn };
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var stateWobble = new AiState(UpdateWobble) { Init = InitWobble };
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var stateDespawn = new AiState(UpdateDespawn) { Init = InitDespawn };
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var stateHolePull = new AiState();
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stateHolePull.Trigger.Add(new AiTriggerCountdown(1000, null, () => _aiComponent.ChangeState("idle")));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("move", stateMove);
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_aiComponent.States.Add("spawn", stateSpawn);
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_aiComponent.States.Add("wobble", stateWobble);
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_aiComponent.States.Add("despawn", stateDespawn);
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_aiComponent.States.Add("holePull", stateHolePull);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause() };
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new AiFallState(_aiComponent, _body, null, null, 0);
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var damageBox = new CBox(EntityPosition, -6, -20, 0, 12, 20, 4);
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var hittableBox = new CBox(EntityPosition, -6, -20, 0, 12, 20, 8);
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var pushableBox = new CBox(EntityPosition, -6, -20, 0, 12, 20, 8);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2) { IsActive = false });
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, 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(pushableBox, OnPush));
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AddComponent(DrawComponent.Index, _bodyDrawComponent = new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, _shadowComponent = new DrawShadowCSpriteComponent(sprite));
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_aiComponent.ChangeState("idle");
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}
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private void InitIdle()
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{
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_shadowComponent.IsActive = false;
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_bodyDrawComponent.Layer = Values.LayerBottom;
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_animator.Play("eyes_" + _strColor);
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}
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private void UpdateIdle()
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{
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var distance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (distance.Length() < 36 && _body.FieldRectangle.Contains(MapManager.ObjLink.BodyRectangle))
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_aiComponent.ChangeState("move");
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}
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private void InitMove()
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{
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// move towards the player
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection != Vector2.Zero)
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{
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playerDirection.Normalize();
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_body.VelocityTarget = playerDirection * _movementSpeed;
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}
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}
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private void EndMove()
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{
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_aiComponent.ChangeState("spawn");
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}
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private void InitSpawn()
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{
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_shadowComponent.IsActive = true;
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_bodyDrawComponent.Layer = Values.LayerPlayer;
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_animator.Play("spawn_" + _strColor);
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_animationComponent.MirroredH = EntityPosition.X > MapManager.ObjLink.EntityPosition.X;
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_body.VelocityTarget = Vector2.Zero;
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}
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private void UpdateSpawn()
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{
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if (!_animator.IsPlaying)
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{
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_aiComponent.ChangeState("wobble");
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}
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}
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private void InitWobble()
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{
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_damageField.IsActive = true;
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_animator.Play("wobble_" + _strColor);
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}
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private void UpdateWobble()
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{
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// finished wobbling?
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if (!_animator.IsPlaying)
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{
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_damageField.IsActive = false;
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_aiComponent.ChangeState("despawn");
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}
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}
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private void InitDespawn()
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{
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_animator.Play("despawn_" + _strColor);
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}
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private void UpdateDespawn()
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{
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if (!_animator.IsPlaying)
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{
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_aiComponent.ChangeState("idle");
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}
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}
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private void OnHolePull(Vector2 direction, float percentage)
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{
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_aiComponent.ChangeState("holePull");
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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// can only be hit in the wobble state
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if (_aiComponent.CurrentStateId != "spawn" &&
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_aiComponent.CurrentStateId != "wobble")
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return Values.HitCollision.None;
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return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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// can only be pushed in the wobble state
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if (_aiComponent.CurrentStateId != "spawn" &&
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_aiComponent.CurrentStateId != "wobble")
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return false;
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if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
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return true;
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}
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}
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} |