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

98 lines
4 KiB
C#

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 EnemySeaUrchin : GameObject
{
private readonly BodyComponent _body;
private readonly float _moveSpeed = 0.25f;
private readonly int _collisionDamage = 2;
private Vector2 _lastPosition;
private float _soundCounter;
public EnemySeaUrchin() : base("sea urchin") { }
public EnemySeaUrchin(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);
_body = new BodyComponent(EntityPosition, -8, -14, 16, 14, 8)
{
Bounciness = 0.25f,
Drag = 0.85f,
CollisionTypes =
Values.CollisionTypes.Normal |
Values.CollisionTypes.Player
};
var sprite = new CSprite(EntityPosition);
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/sea urchin");
animator.Play("idle");
// randomize the start frame
animator.SetFrame(Game1.RandomNumber.Next(0, animator.CurrentAnimation.Frames.Length));
var animatorComponent = new AnimationComponent(animator, sprite, new Vector2(-8, -16));
var aiComponent = new AiComponent();
aiComponent.States.Add("idle", new AiState());
var damageState = new AiDamageState(this, _body, aiComponent, sprite, 1) { OnBurn = () => animator.Pause() };
aiComponent.ChangeState("idle");
var hittableBox = new CBox(EntityPosition, -8, -16, 0, 16, 16, 8, true);
AddComponent(BodyComponent.Index, _body);
AddComponent(BaseAnimationComponent.Index, animatorComponent);
AddComponent(AiComponent.Index, aiComponent);
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit));
AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Enemy));
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { CooldownTime = 0 });
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f });
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type != PushableComponent.PushType.Continues)
return false;
// push the enemy away if the player is holding a shield in the push direction
if (MapManager.ObjLink.CurrentState == ObjLink.State.Blocking &&
AnimationHelper.GetDirection(direction) == MapManager.ObjLink.Direction)
{
_body.Velocity = new Vector3(direction.X, direction.Y, 0) * _moveSpeed;
// play sound effect
if (_lastPosition != EntityPosition.Position)
{
_soundCounter -= Game1.DeltaTime;
if (_soundCounter < 0)
{
Game1.GameManager.PlaySoundEffect("D360-62-3E", false);
_soundCounter += 75;
}
}
_lastPosition = EntityPosition.Position;
return true;
}
MapManager.ObjLink.HitPlayer(-direction, HitType.Enemy, _collisionDamage, true);
return false;
}
}
}