mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
190 lines
7.2 KiB
C#
190 lines
7.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Microsoft.Xna.Framework;
|
|
using ProjectZ.Base;
|
|
using ProjectZ.InGame.GameObjects.Base;
|
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
|
using ProjectZ.InGame.GameObjects.Base.Components.AI;
|
|
using ProjectZ.InGame.GameObjects.Base.Systems;
|
|
using ProjectZ.InGame.Map;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Things
|
|
{
|
|
class EnemySpikedThwomp : GameObject
|
|
{
|
|
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
|
|
|
|
private readonly Animator _animator;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly BodyComponent _body;
|
|
|
|
private readonly CBox _collisionBox;
|
|
|
|
private readonly Vector2 _startPosition;
|
|
|
|
private Box _lastCollisionBox;
|
|
|
|
public EnemySpikedThwomp() : base("spiked thwomp") { }
|
|
|
|
public EnemySpikedThwomp(Map.Map map, int posX, int posY) : base(map)
|
|
{
|
|
EntityPosition = new CPosition(posX + 16, posY + 16, 0);
|
|
EntitySize = new Rectangle(-16, -16, 32, 32);
|
|
|
|
_startPosition = EntityPosition.Position;
|
|
|
|
_body = new BodyComponent(EntityPosition, -16, -16, 32, 31, 8)
|
|
{
|
|
Gravity2D = 0.175f,
|
|
IgnoresZ = true,
|
|
CollisionTypes =
|
|
Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall,
|
|
MoveCollision = OnCollision
|
|
};
|
|
|
|
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/spiked thwomp");
|
|
_animator.Play("attack");
|
|
|
|
var sprite = new CSprite(EntityPosition);
|
|
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-16, -16));
|
|
|
|
var stateIdle = new AiState(UpdateIdle);
|
|
var stateAttack = new AiState();
|
|
var stateAttackCooldown = new AiState();
|
|
stateAttackCooldown.Trigger.Add(new AiTriggerCountdown(1000, null, ToGoingUp)); // 800 closer to the actual value
|
|
var stateGoingUp = new AiState(UpdateGoingUp);
|
|
var stateUpWaiting = new AiState();
|
|
stateUpWaiting.Trigger.Add(new AiTriggerCountdown(600, null, ToIdle));
|
|
|
|
_aiComponent = new AiComponent();
|
|
_aiComponent.States.Add("idle", stateIdle);
|
|
_aiComponent.States.Add("attack", stateAttack);
|
|
_aiComponent.States.Add("attackCooldown", stateAttackCooldown);
|
|
_aiComponent.States.Add("goingUp", stateGoingUp);
|
|
_aiComponent.States.Add("upWaiting", stateUpWaiting);
|
|
|
|
_aiComponent.ChangeState("idle");
|
|
|
|
var damageBox = new CBox(EntityPosition, -14, -16, 28, 32, 4);
|
|
var hittableBox = new CBox(EntityPosition, -14, -16, 28, 32, 8);
|
|
_collisionBox = new CBox(EntityPosition, -16, -16, 32, 4, 8);
|
|
|
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
|
|
AddComponent(AiComponent.Index, _aiComponent);
|
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(_collisionBox, Values.CollisionTypes.Enemy));
|
|
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerBottom));
|
|
}
|
|
|
|
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
|
|
{
|
|
return Values.HitCollision.RepellingParticle;
|
|
}
|
|
|
|
private void ToIdle()
|
|
{
|
|
_aiComponent.ChangeState("idle");
|
|
}
|
|
|
|
private void UpdateIdle()
|
|
{
|
|
// look at the player
|
|
var lookDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
|
|
|
var radiant = MathF.Atan2(lookDirection.X, -lookDirection.Y);
|
|
|
|
var clampedValue = Math.Clamp((Math.Abs(radiant) - 0.75f) / (MathF.PI - 1.25f), 0, 2);
|
|
var animationDir = (int)(clampedValue * 3) + 1;
|
|
|
|
if (animationDir <= 3)
|
|
_animator.Play((radiant < 0 ? "l" : "r") + animationDir);
|
|
else
|
|
_animator.Play("down");
|
|
|
|
// start attacking?
|
|
if (Math.Abs(lookDirection.X) < 22)
|
|
{
|
|
ToAttacking();
|
|
}
|
|
}
|
|
|
|
private void ToAttacking()
|
|
{
|
|
_aiComponent.ChangeState("attack");
|
|
_animator.Play("attack");
|
|
_body.IgnoresZ = false;
|
|
Game1.GameManager.PlaySoundEffect("D360-08-08");
|
|
}
|
|
|
|
private void ToGoingUp()
|
|
{
|
|
_aiComponent.ChangeState("goingUp");
|
|
_body.IgnoresZ = true;
|
|
_body.Velocity.Y = 0;
|
|
}
|
|
|
|
private void UpdateGoingUp()
|
|
{
|
|
_lastCollisionBox = _collisionBox.Box;
|
|
|
|
EntityPosition.Move(new Vector2(0, -0.5f));
|
|
if (EntityPosition.Y < _startPosition.Y)
|
|
{
|
|
EntityPosition.Set(new Vector2(EntityPosition.X, _startPosition.Y));
|
|
_aiComponent.ChangeState("upWaiting");
|
|
}
|
|
|
|
MoveBodies();
|
|
}
|
|
|
|
private void OnCollision(Values.BodyCollision collision)
|
|
{
|
|
if ((collision & Values.BodyCollision.Bottom) != 0 &&
|
|
_aiComponent.CurrentStateId == "attack")
|
|
{
|
|
HitGround();
|
|
}
|
|
}
|
|
|
|
private void HitGround()
|
|
{
|
|
// shake the screen
|
|
Game1.GameManager.ShakeScreen(750, 0, 2, 2f, 5.5f);
|
|
|
|
Game1.GameManager.PlaySoundEffect("D378-12-0C");
|
|
|
|
_aiComponent.ChangeState("attackCooldown");
|
|
}
|
|
|
|
private void MoveBodies()
|
|
{
|
|
// check for colliding bodies and push them forward
|
|
_collidingObjects.Clear();
|
|
Map.Objects.GetComponentList(_collidingObjects,
|
|
(int)_lastCollisionBox.Left, (int)_lastCollisionBox.Back - 8,
|
|
(int)_lastCollisionBox.Width, (int)_lastCollisionBox.Height, BodyComponent.Mask);
|
|
|
|
foreach (var collidingObject in _collidingObjects)
|
|
{
|
|
var body = (BodyComponent)collidingObject.Components[BodyComponent.Index];
|
|
|
|
// the enemy move into the body that was on top of him
|
|
if (body.BodyBox.Box.Front <= _lastCollisionBox.Back &&
|
|
body.BodyBox.Box.Front >= _collisionBox.Box.Back &&
|
|
body.BodyBox.Box.Intersects(_collisionBox.Box))
|
|
{
|
|
// move the body up
|
|
var offset = new Vector2(0, _collisionBox.Box.Back - body.BodyBox.Box.Front - 0.001f);
|
|
SystemBody.MoveBody(body, offset, body.CollisionTypes, false, false, false);
|
|
body.Position.NotifyListeners();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|