mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
220 lines
8.1 KiB
C#
220 lines
8.1 KiB
C#
using Microsoft.Xna.Framework;
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using ProjectZ.Base;
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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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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyLeever : GameObject
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{
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly BodyDrawComponent _bodyDrawComponent;
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private readonly DamageFieldComponent _damageField;
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private readonly AiDamageState _damageState;
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private readonly Animator _animator;
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private readonly CSprite _sprite;
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private readonly Rectangle _fieldPosition;
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private const float MoveSpeed = 0.5f;
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public EnemyLeever() : base("leever") { }
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public EnemyLeever(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(-50, -50 - 8, 100, 100);
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_fieldPosition = map.GetField(posX, posY);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/leever");
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_animator.Play("move");
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_sprite = new CSprite(EntityPosition);
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_sprite.IsVisible = false;
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -16));
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_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
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{
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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.Player,
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AvoidTypes =
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Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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Bounciness = 0.25f,
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Drag = 0.85f,
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};
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var stateInit = new AiState();
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stateInit.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("hidden"), 750, 1500));
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var stateHidden = new AiState();
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var stateSpawning = new AiState(UpdateSpawning);
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var stateMoving = new AiState(UpdateMoving);
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stateMoving.Trigger.Add(new AiTriggerRandomTime(ToLeaving, 2000, 3000));
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var stateLeaving = new AiState(UpdateLeaving);
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var stateWaiting = new AiState();
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stateWaiting.Trigger.Add(new AiTriggerRandomTime(Spawn, 1000, 2000));
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("init", stateInit);
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_aiComponent.States.Add("hidden", stateHidden);
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_aiComponent.States.Add("spawning", stateSpawning);
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_aiComponent.States.Add("moving", stateMoving);
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_aiComponent.States.Add("leaving", stateLeaving);
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_aiComponent.States.Add("waiting", stateWaiting);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 2) { OnBurn = OnBurn };
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_aiComponent.ChangeState("init");
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var damageBox = new CBox(EntityPosition, -8, -13, 0, 16, 14, 4);
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var hittableBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 8);
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var spawnRectangle = new Rectangle(posX + 8 + EntitySize.X, posY + 16 + EntitySize.Y, EntitySize.Width, EntitySize.Height);
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AddComponent(ObjectCollisionComponent.Index, new ObjectCollisionComponent(spawnRectangle, OnEnterSpawnArea));
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, _damageState.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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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(DrawComponent.Index, _bodyDrawComponent = new BodyDrawComponent(_body, _sprite, Values.LayerPlayer) { IsActive = false });
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(_sprite));
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Deactivate();
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}
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private void OnBurn()
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{
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_animator.Pause();
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}
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private void OnEnterSpawnArea(GameObject gameObject)
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{
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// spawn if the player enters the spawnRectangle
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if (_aiComponent.CurrentStateId == "hidden")
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Spawn();
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}
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private void Activate()
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{
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_damageField.IsActive = true;
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_body.IsActive = true;
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}
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private void Deactivate()
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{
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_damageState.IsActive = false;
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_damageField.IsActive = false;
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_body.IsActive = false;
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}
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private void Spawn()
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{
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// find new position
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var newPosition = new Vector2(
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_fieldPosition.X + Game1.RandomNumber.Next(0, 10) * 16,
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_fieldPosition.Y + Game1.RandomNumber.Next(0, 8) * 16);
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// make sure to not spawn directly at the player
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var playerDistance = MapManager.ObjLink.EntityPosition.Position - new Vector2(newPosition.X + 8, newPosition.Y + 16);
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if (playerDistance.Length() < 24)
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return;
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// respawn if the position is free
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var collidingRectangle = Box.Empty;
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var fieldState = Map.GetFieldState(newPosition);
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if ((fieldState & (MapStates.FieldStates.Water | MapStates.FieldStates.DeepWater)) == 0 &&
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!Map.Objects.Collision(new Box(newPosition.X, newPosition.Y, 0, 16, 16, 16), Box.Empty,
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Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall | Values.CollisionTypes.Enemy | Values.CollisionTypes.Player, 0, 0, ref collidingRectangle))
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{
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EntityPosition.Set(newPosition + new Vector2(8, 16));
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ToSpawning();
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}
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}
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private void ToSpawning()
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{
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_aiComponent.ChangeState("spawning");
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_bodyDrawComponent.IsActive = true;
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_sprite.IsVisible = true;
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_animator.Play("spawn");
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}
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private void UpdateSpawning()
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{
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if (_animator.CurrentFrameIndex > 0)
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_damageState.IsActive = true;
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if (!_animator.IsPlaying)
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ToMoving();
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}
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private void ToMoving()
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{
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_aiComponent.ChangeState("moving");
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Activate();
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_animator.Play("move");
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}
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private void UpdateMoving()
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{
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// move in the direction of the player
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var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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direction.Normalize();
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_body.VelocityTarget = direction * MoveSpeed;
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}
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private void ToLeaving()
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{
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_aiComponent.ChangeState("leaving");
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Deactivate();
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("leave");
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}
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private void UpdateLeaving()
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{
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if (_animator.CurrentFrameIndex > 1)
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_damageState.IsActive = false;
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if (!_animator.IsPlaying)
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ToWaiting();
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}
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private void ToWaiting()
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{
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_aiComponent.ChangeState("waiting");
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_bodyDrawComponent.IsActive = false;
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_sprite.IsVisible = false;
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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 (!_body.IsActive)
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return false;
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if (type == PushableComponent.PushType.Impact)
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_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
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return true;
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}
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}
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} |