mirror of
https://github.com/Phantop/LADXHD.git
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295 lines
11 KiB
C#
295 lines
11 KiB
C#
using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using ProjectZ.Base;
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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.GameObjects.Things;
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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 EnemyFlyingTile : 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 DrawCSpriteComponent _drawComponent;
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private readonly BodyDrawShadowComponent _shadowComponent;
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private readonly DamageFieldComponent _damageField;
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private readonly AiDamageState _damageState;
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private ObjHole _objHole;
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private RectangleF _triggerField;
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private const float FlySpeed = 1.5f;
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private readonly string _strFly = "fly";
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// we use the key and the index to indicate when the tile should start moving
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private readonly string _strKey;
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private readonly int _index;
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private float _soundCounter;
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// initial time for the activation
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private float _activationCounter = 1500;
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private bool _stringSet;
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private bool _wasActivated;
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public EnemyFlyingTile() : base("flying tile") { }
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public EnemyFlyingTile(Map.Map map, int posX, int posY, string strKey, int index, int mode) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 8, 0);
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EntitySize = new Rectangle(-8, -24, 16, 32);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/flyingTile");
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_animator.Play("idle_" + mode);
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(0, 0));
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_body = new BodyComponent(EntityPosition, -5, -5, 10, 5, 8)
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{
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Gravity = -0.15f,
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IgnoresZ = true,
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CollisionTypes = Values.CollisionTypes.Normal,
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MoveCollision = OnCollision
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};
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// the player needs to be inside the room
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// mode == 1 is for the tiles used for the facade boss; in this mode the tiles should always attack
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_triggerField = map.GetField(posX, posY, mode == 0 ? 16 : 0);
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// mode == 2 is just the gray version for dungeon 7
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if (mode == 2)
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_strFly = "fly_1";
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_strKey = strKey;
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_index = index;
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var stateIdle = new AiState(UpdateIdle);
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var stateAscent = new AiState(UpdateAscent) { Init = InitAscent };
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var stateWait = new AiState();
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stateWait.Trigger.Add(new AiTriggerCountdown(700, null, () => _aiComponent.ChangeState("flying")));
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var stateFlying = new AiState(UpdateFlying) { Init = InitFlying };
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("ascent", stateAscent);
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_aiComponent.States.Add("wait", stateWait);
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_aiComponent.States.Add("flying", stateFlying);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = OnBurn, FlameOffset = new Point(0, 7), ExplosionOffsetY = 7 };
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_aiComponent.ChangeState("idle");
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var damageCollider = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4, true);
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var hittableBox = new CBox(EntityPosition, -5, -5, 0, 10, 10, 8, true);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamagedPlayer = OnDamagePlayer, IsActive = false });
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AddComponent(BodyComponent.Index, _body);
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AddComponent(PushableComponent.Index, new PushableComponent(hittableBox, OnPush));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, _drawComponent = new DrawCSpriteComponent(sprite, Values.LayerBottom));
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AddComponent(DrawShadowComponent.Index, _shadowComponent = new BodyDrawShadowComponent(_body, sprite) { IsActive = false, OffsetY = 5 });
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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if (!string.IsNullOrEmpty(_strKey))
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{
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if (_index != 0)
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AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
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else
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Game1.GameManager.SaveManager.SetString(_strKey, "0");
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}
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}
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public override void Init()
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{
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// get the hole that is under the tile
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var holeList = new List<GameObject>();
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Map.Objects.GetGameObjectsWithTag(holeList, Values.GameObjectTag.Hole,
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(int)EntityPosition.X - 8, (int)EntityPosition.Y - 8, 16, 16);
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if (holeList.Count > 0)
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{
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// there should only be one hole normally
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_objHole = (ObjHole)holeList[0];
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// disable the hole under the tile
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_objHole.SetActive(false);
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}
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}
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private void OnBurn()
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{
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SetSaveString();
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_animator.Pause();
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_body.IgnoresZ = false;
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}
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private void OnDamagePlayer()
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{
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OnDeath(new Vector3(0, 0, 0.25f));
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}
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private void OnKeyChange()
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{
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var stateValue = Game1.GameManager.SaveManager.GetString(_strKey, "-");
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if (stateValue == _index.ToString())
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_wasActivated = true;
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// stop the tile from activating the next tile
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if (stateValue == "-1")
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_wasActivated = false;
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}
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private void SetSaveString()
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{
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if (_stringSet || !_wasActivated)
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return;
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// set the string to activate the next flying tile
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_stringSet = true;
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if (!string.IsNullOrEmpty(_strKey))
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Game1.GameManager.SaveManager.SetString(_strKey, (_index + 1).ToString());
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}
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private void UpdateIdle()
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{
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// check if the player is inside the room
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if ((_index == 0 || _wasActivated) && _triggerField.Contains(MapManager.ObjLink.BodyRectangle))
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{
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_activationCounter -= Game1.DeltaTime;
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if (_activationCounter < 0 || _wasActivated)
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{
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_wasActivated = true;
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_aiComponent.ChangeState("ascent");
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}
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}
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}
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private void InitAscent()
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{
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_drawComponent.Layer = Values.LayerPlayer;
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_shadowComponent.IsActive = true;
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_damageField.IsActive = true;
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_animator.Play(_strFly);
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// if there is a hole under the tile enable it
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_objHole?.SetActive(true);
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}
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private void UpdateAscent()
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{
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PlaySound();
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EntityPosition.Z += 0.25f * Game1.TimeMultiplier;
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if (EntityPosition.Z > 12)
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{
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EntityPosition.Z = 12;
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SetSaveString();
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_aiComponent.ChangeState("wait");
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}
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}
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private void InitFlying()
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{
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// start flying towards the player
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var velocity = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.X, EntityPosition.Y - 4);
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if (velocity != Vector2.Zero)
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velocity.Normalize();
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_body.VelocityTarget = velocity * FlySpeed;
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}
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private void UpdateFlying()
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{
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PlaySound();
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}
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private void PlaySound()
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{
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_soundCounter -= Game1.DeltaTime;
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if (_soundCounter < 0)
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{
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_soundCounter += 225;
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// @TODO: faster loop
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Game1.GameManager.PlaySoundEffect("D360-63-3F");
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}
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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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if (_aiComponent.CurrentStateId == "idle")
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return Values.HitCollision.None;
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// burn
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if (type == HitType.MagicRod || type == HitType.MagicPowder)
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return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
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OnDeath(new Vector3(direction * 1.0f, 0.1f));
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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 (_aiComponent.CurrentStateId == "idle")
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return false;
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if (_aiComponent.CurrentStateId != "flying")
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return true;
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if (type == PushableComponent.PushType.Impact)
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OnDeath(new Vector3(direction * 0.35f, 0.1f));
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return true;
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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if (_aiComponent.CurrentStateId != "flying")
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return;
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OnDeath(new Vector3(0, 0, 0.25f));
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}
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private void OnDeath(Vector3 bodyVelocity)
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{
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SetSaveString();
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Game1.GameManager.PlaySoundEffect("D378-09-09");
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// spawn stone particles
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var rndMin = 50;
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var rndMax = 75;
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var diff = 200f;
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var vector0 = new Vector3(-1, -1, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity;
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var vector1 = new Vector3(-1, 0, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity;
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var vector2 = new Vector3(1, -1, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity;
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var vector3 = new Vector3(1, 0, 0) * Game1.RandomNumber.Next(rndMin, rndMax) / diff + bodyVelocity;
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var stone0 = new ObjSmallStone(Map, (int)EntityPosition.X - 2, (int)EntityPosition.Y - 7, (int)EntityPosition.Z, vector0, true);
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var stone1 = new ObjSmallStone(Map, (int)EntityPosition.X - 2, (int)EntityPosition.Y - 2, (int)EntityPosition.Z, vector1, true);
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var stone2 = new ObjSmallStone(Map, (int)EntityPosition.X + 3, (int)EntityPosition.Y - 7, (int)EntityPosition.Z, vector2, false);
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var stone3 = new ObjSmallStone(Map, (int)EntityPosition.X + 3, (int)EntityPosition.Y - 2, (int)EntityPosition.Z, vector3, false);
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Map.Objects.SpawnObject(stone0);
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Map.Objects.SpawnObject(stone1);
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Map.Objects.SpawnObject(stone2);
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Map.Objects.SpawnObject(stone3);
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// remove the object
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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} |