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

204 lines
8.2 KiB
C#

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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
using ProjectZ.InGame.GameObjects.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyGoomba : GameObject
{
private readonly CSprite _sprite;
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly BoxCollisionComponent _bodyCollision;
private readonly DamageFieldComponent _damageField;
private readonly AiDamageState _damageState;
private int FadeTime = 75;
private float _directionCounter;
private const float WalkSpeed = 0.5f;
public EnemyGoomba() : base("goomba") { }
public EnemyGoomba(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/goomba");
_animator.Play("walk");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, Map.Is2dMap ? -14 : -16));
_body = new BodyComponent(EntityPosition, -6, -11, 12, 11, 8)
{
MoveCollision = OnCollision,
CollisionTypes =
Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy |
Values.CollisionTypes.NPCWall,
AvoidTypes = Values.CollisionTypes.Hole,
FieldRectangle = map.GetField(posX, posY),
Drag = 0.85f,
DragAir = 0.85f,
Gravity2D = 0.15f,
};
// random dir -1 or 1
var dir = Game1.RandomNumber.Next(0, 2) * 2 - 1;
_body.VelocityTarget.X = dir * WalkSpeed;
var stateWalking = new AiState(UpdateWalking) { Init = InitWalking };
var stateDead = new AiState();
stateDead.Trigger.Add(new AiTriggerCountdown(1000 - FadeTime, null, () => _aiComponent.ChangeState("fade")));
var stateFade = new AiState() { Init = InitFade };
stateFade.Trigger.Add(new AiTriggerCountdown(FadeTime, DespawnTick, RemoveEntity));
_aiComponent = new AiComponent();
_aiComponent.States.Add("walking", stateWalking);
_aiComponent.States.Add("dead", stateDead);
_aiComponent.States.Add("fade", stateFade);
new AiFallState(_aiComponent, _body, OnHoleAbsorb);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1) { OnBurn = () => _animator.Pause() };
_aiComponent.ChangeState("walking");
CBox damageCollider;
if (Map.Is2dMap)
damageCollider = new CBox(EntityPosition, -_body.Width / 2 - 1, -8, 0, _body.Width + 2, 8, 4);
else
damageCollider = new CBox(EntityPosition, -_body.Width / 2 - 1, -_body.Height, 0, _body.Width + 2, _body.Height, 4);
AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
if (Map.Is2dMap)
_damageState.HitMultiplierY = 1.0f;
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
if (Map.Is2dMap)
{
var collisionBox = new CBox(EntityPosition, -6, -8, 0, 12, 8, 4);
AddComponent(CollisionComponent.Index, _bodyCollision = new BoxCollisionComponent(collisionBox, Values.CollisionTypes.Enemy));
}
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (damageType == HitType.MagicPowder || damageType == HitType.MagicRod)
_body.VelocityTarget = Vector2.Zero;
return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
}
private void InitWalking()
{
int randomDirection;
if (Map.Is2dMap)
randomDirection = Game1.RandomNumber.Next(0, 2) * 2;
else
randomDirection = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[randomDirection] * WalkSpeed;
_directionCounter = Game1.RandomNumber.Next(750, 1500);
}
private void UpdateWalking()
{
// player jumped on top?
if ((!Map.Is2dMap && MapManager.ObjLink._body.Velocity.Z < 0 ||
Map.Is2dMap && MapManager.ObjLink._body.Velocity.Y > 0 && MapManager.ObjLink.EntityPosition.Y + 4 < EntityPosition.Y) &&
_body.BodyBox.Box.Intersects(MapManager.ObjLink._body.BodyBox.Box))
{
JumpDeath();
}
if (Map.Is2dMap)
return;
_directionCounter -= Game1.DeltaTime;
// change the direction
if (_directionCounter < 0)
_aiComponent.ChangeState("walking");
}
private void InitFade()
{
var animation = new ObjAnimator(Map,
(int)EntityPosition.X, (int)EntityPosition.Y - 4, 0, 0, Values.LayerTop, "Particles/despawnParticle", "orange", true);
Map.Objects.SpawnObject(animation);
// spawn a heart
Map.Objects.SpawnObject(new ObjItem(Map,
(int)EntityPosition.X - 8, (int)EntityPosition.Y - 12, "j", null, "heart", null, true));
}
private void DespawnTick(double time)
{
if (time <= FadeTime)
_sprite.Color = Color.White * (float)(time / FadeTime);
}
private void RemoveEntity()
{
Map.Objects.DeleteObjects.Add(this);
}
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 JumpDeath()
{
// player jumped on the goomba
Game1.GameManager.PlaySoundEffect("D370-14-0E");
if (Map.Is2dMap)
MapManager.ObjLink._body.Velocity.Y = -1.0f;
else
MapManager.ObjLink._body.Velocity.Z = 1.0f;
_animator.Play("dead");
_aiComponent.ChangeState("dead");
_body.VelocityTarget = Vector2.Zero;
_damageField.IsActive = false;
if (_bodyCollision != null)
_bodyCollision.IsActive = false;
}
private void OnHoleAbsorb()
{
_animator.SpeedMultiplier = 3f;
}
private void OnCollision(Values.BodyCollision direction)
{
if (_aiComponent.CurrentStateId != "walking")
return;
if (Map.Is2dMap && (direction & Values.BodyCollision.Horizontal) != 0)
_body.VelocityTarget.X = -_body.VelocityTarget.X;
// stop walking into the wall
if (!Map.Is2dMap && (direction & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
_aiComponent.ChangeState("walking");
}
}
}