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

129 lines
4.7 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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyKeese : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly float _turnSpeed;
private float _flyState;
private int _dir;
public EnemyKeese() : base("keese") { }
public EnemyKeese(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
_turnSpeed = Game1.RandomNumber.Next(20, 30) / 1000f;
_flyState = (float)Math.PI / 2 * Game1.RandomNumber.Next(0, 4);
_dir = Game1.RandomNumber.Next(0, 2) * 2 - 1;
EntityPosition = new CPosition(posX + 8, posY + 24, 0);
EntitySize = new Rectangle(-8, -24, 16, 24);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/keese");
_animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animatorComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -21));
var fieldRectangle = map.GetField(posX, posY, 8);
_body = new BodyComponent(EntityPosition, -6, -20, 12, 8, 8)
{
IgnoresZ = true,
IgnoreHoles = true,
CollisionTypes = Values.CollisionTypes.None,
MoveCollision = OnCollision,
FieldRectangle = fieldRectangle
};
_aiComponent = new AiComponent();
var stateIdle = new AiState(UpdateIdle);
var stateCooldown = new AiState();
stateCooldown.Trigger.Add(new AiTriggerRandomTime(StartIdle, 1000, 2000));
var stateFlying = new AiState(UpdateFlying);
stateFlying.Trigger.Add(new AiTriggerRandomTime(StartCooldown, 1000, 2000));
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("cooldown", stateCooldown);
_aiComponent.States.Add("flying", stateFlying);
new AiFallState(_aiComponent, _body, null, null, 0);
var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = OnBurn };
_aiComponent.ChangeState("cooldown");
var damageCollider = new CBox(EntityPosition, -5, -20, 0, 10, 8, 4);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, damageState.OnHit));
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, animatorComponent);
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer) { WaterOutline = false });
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
}
private void OnBurn()
{
_body.IgnoresZ = false;
_body.IgnoreHoles = false;
}
private void StartIdle()
{
_aiComponent.ChangeState("idle");
}
private void UpdateIdle()
{
var distVec = EntityPosition.Position - new Vector2(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY + 16);
// start flying if the player is near the keese
if (distVec.Length() < 60)
StartFlying();
}
private void StartFlying()
{
_aiComponent.ChangeState("flying");
_dir = Game1.RandomNumber.Next(0, 2) * 2 - 1;
}
private void UpdateFlying()
{
_animator.Play("fly");
_flyState += _dir * _turnSpeed * Game1.TimeMultiplier;
var vecDirection = new Vector2((float)Math.Sin(_flyState), (float)Math.Cos(_flyState));
_body.VelocityTarget = vecDirection * 0.75f;
}
private void StartCooldown()
{
_aiComponent.ChangeState("cooldown");
_animator.Play("idle");
_body.VelocityTarget = Vector2.Zero;
}
private void OnCollision(Values.BodyCollision direction)
{
_flyState += (float)Math.PI;
}
}
}