mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
204 lines
8.2 KiB
C#
204 lines
8.2 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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using ProjectZ.InGame.GameObjects.Things;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyGoomba : GameObject
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{
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private readonly CSprite _sprite;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly BoxCollisionComponent _bodyCollision;
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private readonly DamageFieldComponent _damageField;
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private readonly AiDamageState _damageState;
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private int FadeTime = 75;
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private float _directionCounter;
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private const float WalkSpeed = 0.5f;
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public EnemyGoomba() : base("goomba") { }
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public EnemyGoomba(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(-8, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/goomba");
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_animator.Play("walk");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, Map.Is2dMap ? -14 : -16));
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_body = new BodyComponent(EntityPosition, -6, -11, 12, 11, 8)
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{
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MoveCollision = OnCollision,
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CollisionTypes =
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Values.CollisionTypes.Normal |
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Values.CollisionTypes.Enemy |
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Values.CollisionTypes.NPCWall,
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AvoidTypes = Values.CollisionTypes.Hole,
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FieldRectangle = map.GetField(posX, posY),
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Drag = 0.85f,
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DragAir = 0.85f,
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Gravity2D = 0.15f,
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};
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// random dir -1 or 1
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var dir = Game1.RandomNumber.Next(0, 2) * 2 - 1;
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_body.VelocityTarget.X = dir * WalkSpeed;
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var stateWalking = new AiState(UpdateWalking) { Init = InitWalking };
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var stateDead = new AiState();
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stateDead.Trigger.Add(new AiTriggerCountdown(1000 - FadeTime, null, () => _aiComponent.ChangeState("fade")));
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var stateFade = new AiState() { Init = InitFade };
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stateFade.Trigger.Add(new AiTriggerCountdown(FadeTime, DespawnTick, RemoveEntity));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("dead", stateDead);
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_aiComponent.States.Add("fade", stateFade);
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new AiFallState(_aiComponent, _body, OnHoleAbsorb);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 1) { OnBurn = () => _animator.Pause() };
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_aiComponent.ChangeState("walking");
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CBox damageCollider;
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if (Map.Is2dMap)
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damageCollider = new CBox(EntityPosition, -_body.Width / 2 - 1, -8, 0, _body.Width + 2, 8, 4);
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else
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damageCollider = new CBox(EntityPosition, -_body.Width / 2 - 1, -_body.Height, 0, _body.Width + 2, _body.Height, 4);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
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if (Map.Is2dMap)
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_damageState.HitMultiplierY = 1.0f;
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, 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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if (Map.Is2dMap)
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{
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var collisionBox = new CBox(EntityPosition, -6, -8, 0, 12, 8, 4);
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AddComponent(CollisionComponent.Index, _bodyCollision = new BoxCollisionComponent(collisionBox, Values.CollisionTypes.Enemy));
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}
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, _sprite, Values.LayerPlayer));
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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 (damageType == HitType.MagicPowder || damageType == HitType.MagicRod)
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_body.VelocityTarget = Vector2.Zero;
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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private void InitWalking()
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{
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int randomDirection;
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if (Map.Is2dMap)
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randomDirection = Game1.RandomNumber.Next(0, 2) * 2;
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else
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randomDirection = Game1.RandomNumber.Next(0, 4);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[randomDirection] * WalkSpeed;
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_directionCounter = Game1.RandomNumber.Next(750, 1500);
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}
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private void UpdateWalking()
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{
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// player jumped on top?
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if ((!Map.Is2dMap && MapManager.ObjLink._body.Velocity.Z < 0 ||
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Map.Is2dMap && MapManager.ObjLink._body.Velocity.Y > 0 && MapManager.ObjLink.EntityPosition.Y + 4 < EntityPosition.Y) &&
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_body.BodyBox.Box.Intersects(MapManager.ObjLink._body.BodyBox.Box))
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{
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JumpDeath();
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}
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if (Map.Is2dMap)
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return;
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_directionCounter -= Game1.DeltaTime;
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// change the direction
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if (_directionCounter < 0)
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_aiComponent.ChangeState("walking");
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}
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private void InitFade()
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{
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var animation = new ObjAnimator(Map,
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(int)EntityPosition.X, (int)EntityPosition.Y - 4, 0, 0, Values.LayerTop, "Particles/despawnParticle", "orange", true);
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Map.Objects.SpawnObject(animation);
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// spawn a heart
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Map.Objects.SpawnObject(new ObjItem(Map,
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(int)EntityPosition.X - 8, (int)EntityPosition.Y - 12, "j", null, "heart", null, true));
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}
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private void DespawnTick(double time)
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{
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if (time <= FadeTime)
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_sprite.Color = Color.White * (float)(time / FadeTime);
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}
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private void RemoveEntity()
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{
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Map.Objects.DeleteObjects.Add(this);
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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 * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
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return true;
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}
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private void JumpDeath()
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{
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// player jumped on the goomba
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Game1.GameManager.PlaySoundEffect("D370-14-0E");
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if (Map.Is2dMap)
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MapManager.ObjLink._body.Velocity.Y = -1.0f;
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else
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MapManager.ObjLink._body.Velocity.Z = 1.0f;
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_animator.Play("dead");
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_aiComponent.ChangeState("dead");
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_body.VelocityTarget = Vector2.Zero;
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_damageField.IsActive = false;
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if (_bodyCollision != null)
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_bodyCollision.IsActive = false;
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}
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private void OnHoleAbsorb()
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{
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_animator.SpeedMultiplier = 3f;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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if (_aiComponent.CurrentStateId != "walking")
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return;
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if (Map.Is2dMap && (direction & Values.BodyCollision.Horizontal) != 0)
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_body.VelocityTarget.X = -_body.VelocityTarget.X;
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// stop walking into the wall
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if (!Map.Is2dMap && (direction & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
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_aiComponent.ChangeState("walking");
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}
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}
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} |