mirror of
https://github.com/Phantop/LADXHD.git
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186 lines
7.1 KiB
C#
186 lines
7.1 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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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyLikeLike : GameObject
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{
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private readonly Animator _animator;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _damageState;
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private readonly CBox _collisionBox;
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private readonly AiTriggerTimer _collisionTimer;
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private float _moveSpeed = 0.5f;
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private int _direction;
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private bool _hasPlayerTrapped;
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private bool _stoleShield;
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public EnemyLikeLike() : base("like like") { }
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public EnemyLikeLike(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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EntityPosition.AddPositionListener(typeof(EnemyLikeLike), UpdatePosition);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/likelike");
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_animator.Play("idle");
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var sprite = new CSprite(EntityPosition);
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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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MoveCollision = OnCollision,
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CollisionTypes = Values.CollisionTypes.Normal |
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Values.CollisionTypes.Enemy,
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AvoidTypes = Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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Bounciness = 0.25f,
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Drag = 0.85f,
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AbsorbPercentage = 0.8f
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};
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var stateMove = new AiState(UpdateMoving);
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stateMove.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 350, 650));
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stateMove.Trigger.Add(_collisionTimer = new AiTriggerTimer(1750));
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var stateTrap = new AiState(UpdateTrap);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("moving", stateMove);
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_aiComponent.States.Add("trap", stateTrap);
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new AiFallState(_aiComponent, _body, OnHoleAbsorb);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2);
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_damageState.OnDeath = OnDeath;
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ToMoving();
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// start randomly idle or walking facing a random direction
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_direction = Game1.RandomNumber.Next(0, 4);
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var boxHittable = new CBox(EntityPosition, -7, -14, 14, 14, 8);
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_collisionBox = new CBox(EntityPosition, -5, -10, 10, 8, 2);
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AddComponent(HittableComponent.Index, new HittableComponent(boxHittable, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
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}
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private void UpdatePosition(CPosition newPosition)
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{
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if (_hasPlayerTrapped)
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MapManager.ObjLink.SetPosition(newPosition.Position);
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}
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private void ToMoving()
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{
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ChangeDirection();
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_animator.SpeedMultiplier = 1.0f;
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_aiComponent.ChangeState("moving");
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_hasPlayerTrapped = false;
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}
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private void UpdateMoving()
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{
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// collided with the player?
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if (_collisionTimer.State && !MapManager.ObjLink.IsTrapped() &&
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_collisionBox.Box.Intersects(MapManager.ObjLink._body.BodyBox.Box))
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ToTrap();
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}
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private void ToTrap()
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{
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MapManager.ObjLink.TrapPlayer();
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MapManager.ObjLink.SetPosition(EntityPosition.Position);
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if (!_stoleShield)
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{
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_stoleShield = MapManager.ObjLink.StealShield();
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if (_stoleShield)
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_damageState.SpawnItem = "shieldBack";
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}
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_animator.SpeedMultiplier = 2.0f;
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_aiComponent.ChangeState("trap");
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_body.VelocityTarget = Vector2.Zero;
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_hasPlayerTrapped = true;
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}
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private void UpdateTrap()
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{
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if (!MapManager.ObjLink.IsTrapped())
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ToMoving();
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}
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private void ChangeDirection()
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{
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// random new direction
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_direction = Game1.RandomNumber.Next(0, 4);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _moveSpeed;
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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 (_hasPlayerTrapped && (damageType & HitType.Sword) != 0)
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return Values.HitCollision.None;
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if (_hasPlayerTrapped && (damageType == HitType.Boomerang || damageType == HitType.Bow ||
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damageType == HitType.Hookshot || damageType == HitType.MagicRod))
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{
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_hasPlayerTrapped = false;
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MapManager.ObjLink.FreeTrappedPlayer();
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direction = MapManager.ObjLink.ForwardVector;
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}
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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private void OnDeath(bool pieceOfPower)
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{
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_damageState.BaseOnDeath(pieceOfPower);
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// free the player
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if (_hasPlayerTrapped)
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MapManager.ObjLink.FreeTrappedPlayer();
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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 * 1.5f, _body.Velocity.Z);
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return true;
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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 != "moving")
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return;
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if ((direction & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
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{
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_direction = (_direction + 2) % 4;
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _moveSpeed;
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}
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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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}
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} |