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

178 lines
6.8 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyPokey : GameObject
{
private readonly BodyComponent _body;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _aiDamageState;
private readonly CSprite _sprite;
private readonly DictAtlasEntry _spriteHead;
private readonly DictAtlasEntry _spriteBody;
private float _moveSpeed = 1 / 3f;
private int _direction;
private int _state;
public EnemyPokey() : base("pokey") { }
public EnemyPokey(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-10, -48, 20, 48);
_spriteHead = Resources.GetSprite("pokey");
_spriteBody = Resources.GetSprite("pokey body");
_sprite = new CSprite("pokey body", EntityPosition);
_body = new BodyComponent(EntityPosition, -7, -14, 14, 14, 8)
{
CollisionTypes = Values.CollisionTypes.Normal |
Values.CollisionTypes.Enemy,
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
FieldRectangle = map.GetField(posX, posY),
Gravity = -0.15f,
Bounciness = 0.35f,
Drag = 0.8f,
DragAir = 0.8f,
MaxJumpHeight = 4f,
IgnoreHeight = true
};
var stateMoving = new AiState { Init = InitWalking };
stateMoving.Trigger.Add(new AiTriggerRandomTime(ChangeDirection, 550, 850));
_aiComponent = new AiComponent();
_aiComponent.States.Add("moving", stateMoving);
new AiFallState(_aiComponent, _body, null);
_aiDamageState = new AiDamageState(this, _body, _aiComponent, _sprite, 4);
_aiComponent.ChangeState("moving");
var damageBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 16);
var hittableBox = new CBox(EntityPosition, -7, -14, 14, 14, 24);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 10, ShadowHeight = 5 });
}
private void InitWalking()
{
ChangeDirection();
}
private void ChangeDirection()
{
// random new direction
_direction = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _moveSpeed;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_aiDamageState.IsInDamageState())
return Values.HitCollision.None;
if (damageType == HitType.Bomb || damageType == HitType.Bow)
damage /= 2;
if ((damageType & HitType.Sword2) != 0 ||
damageType == HitType.Hookshot ||
damageType == HitType.MagicPowder ||
damageType == HitType.MagicRod ||
pieceOfPower)
damage *= 2;
var hitType = _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
if (_aiDamageState.CurrentLives > 0)
{
_state += 1;
if (_state <= 2)
{
EntityPosition.Z = 14;
_body.Velocity.Z = -0.5f;
var bodyPart = new EnemyPokeyPart(Map, EntityPosition.X, EntityPosition.Y, direction * 2f, _body.Velocity);
Map.Objects.SpawnObject(bodyPart);
}
}
if (_state == 2)
_sprite.SetSprite(_spriteHead);
return hitType;
}
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 void Draw(SpriteBatch spriteBatch)
{
// change the draw effect
if (_sprite.SpriteShader != null)
{
spriteBatch.End();
ObjectManager.SpriteBatchBegin(spriteBatch, _sprite.SpriteShader);
}
// draw the body
var posY = EntityPosition.Y - EntityPosition.Z;
if (_state == 0)
{
DrawHelper.DrawNormalized(spriteBatch, _spriteBody, new Vector2(EntityPosition.X, posY), _sprite.Color);
posY -= 12;
}
var offsetX = 0.0f;
if (_state <= 1)
{
// dont wobble at the floor
if (_state == 0)
offsetX = (float)Math.Sin(Game1.TotalGameTime * 0.0125);
DrawHelper.DrawNormalized(spriteBatch, _spriteBody, new Vector2(EntityPosition.X + offsetX, posY), _sprite.Color);
posY -= 12;
}
// draw the head
offsetX = -(float)Math.Sin(Game1.TotalGameTime * 0.0125) * (_state == 0 ? 2 : 1);
DrawHelper.DrawNormalized(spriteBatch, _spriteHead, new Vector2(EntityPosition.X + offsetX, posY), _sprite.Color);
// make sure to also move the shadow
if (_state >= 2)
_sprite.DrawOffset.X = offsetX;
// change the draw effect
// this would not be very efficient if a lot of sprite used effects
if (_sprite.SpriteShader != null)
{
spriteBatch.End();
ObjectManager.SpriteBatchBegin(spriteBatch, null);
}
}
}
}