LADXHD/InGame/GameObjects/Enemies/EnemyGhiniGiant.cs
2023-12-14 17:21:22 -05:00

164 lines
6.8 KiB
C#

using System;
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components.AI;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
using ProjectZ.InGame.GameObjects.Dungeon;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyGhiniGiant : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly AiDamageState _damageState;
private readonly DamageFieldComponent _damageField;
private readonly CSprite _sprite;
private Rectangle _fieldRectangle;
private Vector2 _velocity;
private Vector2 _vecDirection;
private double _direction;
private float _rotationDirection;
private float _dirChangeCount;
private float _transparency;
private int _flyHeight = 7;
public EnemyGhiniGiant() : base("giant ghini") { }
public EnemyGhiniGiant(Map.Map map, int posX, int posY, bool spawnAnimation) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16 + 7, spawnAnimation ? 0 : _flyHeight);
EntitySize = new Rectangle(-16, -(30 + _flyHeight), 32, 30 + _flyHeight);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/ghiniGiant");
_animator.Play("fly_1");
_sprite = new CSprite(EntityPosition) { Color = spawnAnimation ? Color.Transparent : Color.White };
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-16, -30));
_fieldRectangle = map.GetField(posX, posY, 16);
_body = new BodyComponent(EntityPosition, -12, -30, 24, 30, 8)
{
CollisionTypes = Values.CollisionTypes.None,
IgnoreHoles = true,
IgnoresZ = true,
};
var stateSpawning = new AiState(UpdateSpawning);
var stateFlying = new AiState(UpdateFlying);
_aiComponent = new AiComponent();
_aiComponent.States.Add("spawning", stateSpawning);
_aiComponent.States.Add("flying", stateFlying);
_aiComponent.ChangeState(spawnAnimation ? "spawning" : "flying");
var damageBox = new CBox(EntityPosition, -12, -28, 0, 24, 26, 8, true);
var hittableBox = new CBox(EntityPosition, -13, -29, 0, 26, 28, 8, true);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 8, true, false) { OnDeath = OnDeath, IsActive = !spawnAnimation };
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 4) { IsActive = !spawnAnimation });
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new ShadowBodyDrawComponent(EntityPosition) { ShadowWidth = 24, ShadowHeight = 6 });
}
private void UpdateSpawning()
{
_transparency = AnimationHelper.MoveToTarget(_transparency, 1, Game1.TimeMultiplier * 0.15f);
_sprite.Color = Color.White * _transparency;
EntityPosition.Z += Game1.TimeMultiplier * 0.25f;
if (EntityPosition.Z >= _flyHeight)
{
EntityPosition.Z = _flyHeight;
_aiComponent.ChangeState("flying");
_damageState.IsActive = true;
_damageField.IsActive = true;
}
}
private void UpdateFlying()
{
_dirChangeCount -= Game1.DeltaTime;
// change the direction
if (_dirChangeCount <= 0)
{
var newDirection = Game1.RandomNumber.Next(0, 628) / 100f;
_vecDirection = new Vector2((float)Math.Cos(newDirection), (float)Math.Sin(newDirection));
_direction = newDirection;
// new direction + new rotation speed
_dirChangeCount = Game1.RandomNumber.Next(600, 1200);
_rotationDirection = Game1.RandomNumber.Next(-100, 100) / 1000f;
}
_velocity *= (float)Math.Pow(0.95f, Game1.TimeMultiplier);
_velocity += new Vector2((float)Math.Cos(_direction), (float)Math.Sin(_direction)) * 0.025f * Game1.TimeMultiplier;
_direction += _rotationDirection * Game1.TimeMultiplier;
_velocity += _vecDirection * 0.025f * Game1.TimeMultiplier;
if ((EntityPosition.X < _fieldRectangle.X && _vecDirection.X < 0) ||
(EntityPosition.X > _fieldRectangle.X + _fieldRectangle.Width && _vecDirection.X > 0))
{
_vecDirection.X = -Math.Sign(_vecDirection.X);
_vecDirection.Y = 0;
_dirChangeCount += 500;
_direction = 1;
}
if ((EntityPosition.Y < _fieldRectangle.Y && _vecDirection.Y < 0) ||
(EntityPosition.Y > _fieldRectangle.Y + _fieldRectangle.Height && _vecDirection.Y > 0))
{
_vecDirection.X = 0;
_vecDirection.Y = -Math.Sign(_vecDirection.Y);
_dirChangeCount += 500;
}
_body.VelocityTarget = _velocity;
_animator.Play("fly_" + (_body.VelocityTarget.X < 0 ? -1 : 1));
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
if (type == HitType.MagicPowder)
return Values.HitCollision.None;
if (type == HitType.Bomb || type == HitType.Bow || type == HitType.MagicRod)
damage *= 2;
return _damageState.OnHit(originObject, direction, type, damage, pieceOfPower);
}
private void OnDeath(bool pieceOfPower)
{
if (Game1.RandomNumber.Next(0, 100) < 75)
{
_damageState.SpawnItems = false;
// spawns a fairy
Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)EntityPosition.X, (int)EntityPosition.Y, (int)EntityPosition.Z));
}
_damageState.BaseOnDeath(pieceOfPower);
}
}
}