mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
168 lines
6.8 KiB
C#
168 lines
6.8 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 EnemyMaskMimic : GameObject
|
|
{
|
|
private readonly BodyComponent _body;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly Animator _animator;
|
|
private readonly AnimationComponent _animatorComponent;
|
|
private readonly AiDamageState _aiDamageState;
|
|
private readonly AiStunnedState _aiStunnedState;
|
|
|
|
private readonly Rectangle _fieldRectangle;
|
|
|
|
private Vector2 _lastPosition;
|
|
private int _direction;
|
|
private bool _wasColliding;
|
|
|
|
public EnemyMaskMimic() : base("mask mimic") { }
|
|
|
|
public EnemyMaskMimic(Map.Map map, int posX, int posY) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
|
|
EntitySize = new Rectangle(-8, -16, 16, 16);
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/mask mimic");
|
|
_animator.Play("walk");
|
|
|
|
var sprite = new CSprite(EntityPosition);
|
|
_animatorComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
|
|
|
|
_fieldRectangle = map.GetField(posX, posY);
|
|
|
|
_body = new BodyComponent(EntityPosition, -7, -12, 14, 12, 8)
|
|
{
|
|
Gravity = -0.075f,
|
|
DragAir = 1.0f,
|
|
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
|
|
FieldRectangle = _fieldRectangle,
|
|
IsSlider = true,
|
|
MaxSlideDistance = 4.0f
|
|
};
|
|
|
|
_aiComponent = new AiComponent();
|
|
|
|
var stateUpdate = new AiState(Update);
|
|
|
|
_aiComponent.States.Add("idle", stateUpdate);
|
|
_aiStunnedState = new AiStunnedState(_aiComponent, _animatorComponent, 3300, 900);
|
|
new AiFallState(_aiComponent, _body, null, null, 300);
|
|
_aiDamageState = new AiDamageState(this, _body, _aiComponent, sprite, 2);
|
|
_aiComponent.ChangeState("idle");
|
|
|
|
var damageBox = new CBox(EntityPosition, -7, -15, 2, 14, 15, 4);
|
|
var hittableBox = new CBox(EntityPosition, -7, -15, 2, 14, 15, 8);
|
|
var pushableBox = new CBox(EntityPosition, -7, -14, 2, 14, 14, 8);
|
|
|
|
AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
|
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
|
|
AddComponent(AiComponent.Index, _aiComponent);
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(BaseAnimationComponent.Index, _animatorComponent);
|
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
|
|
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite));
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
var moved = false;
|
|
if (_fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position))
|
|
{
|
|
if (_wasColliding)
|
|
{
|
|
var direction = -MapManager.ObjLink.LastMoveVector;
|
|
var diff = (MapManager.ObjLink.EntityPosition.Position - _lastPosition) / Game1.TimeMultiplier;
|
|
|
|
// this will stop the enemy if the player is walking into an obstacle
|
|
direction = new Vector2(
|
|
Math.Min(Math.Abs(direction.X), Math.Abs(diff.X)) * Math.Sign(direction.X),
|
|
Math.Min(Math.Abs(direction.Y), Math.Abs(diff.Y)) * Math.Sign(direction.Y));
|
|
|
|
_body.VelocityTarget = direction * 0.75f;
|
|
|
|
if (direction.Length() > 0.01f)
|
|
{
|
|
moved = true;
|
|
|
|
// deadzone to not have a fixed point where the direction gets changed
|
|
if (Math.Abs(direction.X) * ((_direction % 2 == 0) ? 1.1f : 1f) >
|
|
Math.Abs(direction.Y) * ((_direction % 2 != 0) ? 1.1f : 1f))
|
|
_direction = direction.X < 0 ? 0 : 2;
|
|
else
|
|
_direction = direction.Y < 0 ? 1 : 3;
|
|
|
|
if (_animator.CurrentAnimation.Id != "walk_" + _direction)
|
|
_animator.Play("walk_" + _direction);
|
|
else
|
|
_animator.Continue();
|
|
}
|
|
}
|
|
|
|
_wasColliding = true;
|
|
_lastPosition = MapManager.ObjLink.EntityPosition.Position;
|
|
}
|
|
else
|
|
{
|
|
_wasColliding = false;
|
|
_body.VelocityTarget = Vector2.Zero;
|
|
}
|
|
|
|
if (!moved)
|
|
_animator.Pause();
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
if (type == PushableComponent.PushType.Impact)
|
|
_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
|
|
|
|
return true;
|
|
}
|
|
|
|
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
|
|
{
|
|
if (damageType == HitType.MagicPowder)
|
|
return Values.HitCollision.None;
|
|
|
|
if (damageType == HitType.Bow)
|
|
damage = 1;
|
|
|
|
if (damageType == HitType.Hookshot || damageType == HitType.Boomerang)
|
|
{
|
|
_aiStunnedState.StartStun();
|
|
|
|
_body.VelocityTarget = Vector2.Zero;
|
|
|
|
_body.Velocity.X = direction.X * 5;
|
|
_body.Velocity.Y = direction.Y * 5;
|
|
|
|
return Values.HitCollision.Enemy;
|
|
}
|
|
|
|
// can be hit if the damage source is coming from the back
|
|
var dir = AnimationHelper.GetDirection(direction);
|
|
if (dir == _direction ||
|
|
damageType == HitType.Bomb ||
|
|
damageType == HitType.Bow ||
|
|
damageType == HitType.MagicRod)
|
|
{
|
|
return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
|
|
}
|
|
|
|
return Values.HitCollision.RepellingParticle | Values.HitCollision.Repelling1;
|
|
}
|
|
}
|
|
} |