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

94 lines
4 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;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyGopongaFlowerGiant : GameObject
{
private readonly Animator _animator;
private readonly AiDamageState _aiDamageState;
public EnemyGopongaFlowerGiant() : base("giant goponga flower") { }
public EnemyGopongaFlowerGiant(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 16, posY + 16, 0);
EntitySize = new Rectangle(-16, -16, 32, 32);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/goponga flower giant");
_animator.OnAnimationFinished = AnimationFinished;
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-16, -16));
var body = new BodyComponent(EntityPosition, -14, -12, 28, 28, 8) { IgnoresZ = true };
var collisionBox = new CBox(EntityPosition, -15, -13, 30, 28, 8);
var hittableBox = new CBox(EntityPosition, -15, -13, 30, 28, 8);
var damageBox = new CBox(EntityPosition, -16, -14, 32, 30, 8);
var aiComponent = new AiComponent();
aiComponent.States.Add("idle", new AiState(() => { }));
_aiDamageState = new AiDamageState(this, body, aiComponent, sprite, 4)
{
HitMultiplierX = 0,
HitMultiplierY = 0,
FlameOffset = new Point(0, -8)
};
aiComponent.ChangeState("idle");
AddComponent(AiComponent.Index, aiComponent);
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(collisionBox, Values.CollisionTypes.Enemy));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 4));
AddComponent(BodyComponent.Index, body);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(body, sprite, Values.LayerPlayer) { WaterOutline = false });
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
// only bowwow can attack
if (type != HitType.BowWow && type != HitType.Hookshot && type != HitType.MagicRod && type != HitType.Boomerang)
return Values.HitCollision.Blocking;
if (type != HitType.BowWow && (type == HitType.MagicRod || damage >= _aiDamageState.CurrentLives))
{
_aiDamageState.HitMultiplierX = 4;
_aiDamageState.HitMultiplierY = 4;
}
return _aiDamageState.OnHit(originObject, direction, type, damage, pieceOfPower);
}
private void AnimationFinished()
{
// start attacking the player?
if (_animator.CurrentAnimation.Id == "idle")
{
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (playerDistance.Length() < 128)
{
_animator.Play("pre_attack");
// shoot fireball
Map.Objects.SpawnObject(new EnemyFireball(Map, (int)EntityPosition.X, (int)EntityPosition.Y, 0.8f));
return;
}
// continue with the idle animation and don't start an attack
_animator.Play("idle");
}
}
}
}