mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
224 lines
8.1 KiB
C#
224 lines
8.1 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.GameObjects.Things;
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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 EnemyStalfosGreen : GameObject
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{
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly AnimationComponent _animatorComponent;
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private readonly Rectangle _fieldRectangle;
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private float _walkSpeed = 0.5f;
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private float _changeDirCount;
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private int _dir;
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private bool _jumpMoving;
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public EnemyStalfosGreen() : base("stalfos green") { }
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public EnemyStalfosGreen(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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EntitySize = new Rectangle(-8, -40, 16, 40);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/stalfos green");
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_animator.Play("walk");
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var sprite = new CSprite(EntityPosition);
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_animatorComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
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_fieldRectangle = map.GetField(posX, posY);
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_body = new BodyComponent(EntityPosition, -6, -10, 11, 10, 8)
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{
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MoveCollision = OnCollision,
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Gravity = -0.075f,
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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FieldRectangle = _fieldRectangle
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};
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_aiComponent = new AiComponent();
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var stateWalking = new AiState(UpdateWalking);
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var stateMoveUp = new AiState(UpdateMoveUp);
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var stateWait = new AiState();
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stateWait.Trigger.Add(new AiTriggerCountdown(250, null, ToMoveDown));
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var stateMoveDown = new AiState(UpdateMoveDown);
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var stateWaitFloor = new AiState();
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stateWaitFloor.Trigger.Add(new AiTriggerCountdown(250, null, ToWalk));
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("moveUp", stateMoveUp);
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_aiComponent.States.Add("wait", stateWait);
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_aiComponent.States.Add("moveDown", stateMoveDown);
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_aiComponent.States.Add("waitFloor", stateWaitFloor);
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new AiFallState(_aiComponent, _body, null, null, 300);
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var damageState = new AiDamageState(this, _body, _aiComponent, sprite, 2) { OnBurn = () => _animator.Pause() };
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_aiComponent.ChangeState("walking");
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var damageBox = new CBox(EntityPosition, -7, -15, 2, 13, 15, 4);
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var hittableBox = new CBox(EntityPosition, -7, -15, 2, 13, 15, 8);
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var pushableBox = new CBox(EntityPosition, -6, -14, 2, 12, 14, 4);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(BaseAnimationComponent.Index, _animatorComponent);
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AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, sprite) { ShadowWidth = 10 });
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}
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public void SetAirPosition(int posZ)
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{
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EntityPosition.SetZ(posZ);
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_animator.Play("jump");
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ToMoveDown();
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// randomize the walk speed so that when two are spawned at the same position they will not
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// stay at the same position
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_walkSpeed = Game1.RandomNumber.Next(45, 55) / 100f;
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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.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
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return true;
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}
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private void ToWalk()
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{
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_aiComponent.ChangeState("walking");
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}
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private void UpdateWalking()
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{
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_animator.Play("walk");
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// jump away when the player is pressing the use key
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var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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var distance = direction.Length();
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if (_fieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position) && distance < 56)
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{
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if (distance < 24)
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ToJumping();
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else if (distance < 56)
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{
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// move towards the player
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direction.Normalize();
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_body.VelocityTarget = direction * _walkSpeed;
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}
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}
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else
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{
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_changeDirCount -= Game1.DeltaTime;
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// change direction
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if (_changeDirCount <= 0)
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ChangeDirection();
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}
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}
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private void ToJumping()
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{
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_aiComponent.ChangeState("moveUp");
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Game1.GameManager.PlaySoundEffect("D360-36-24");
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_animator.Play("jump");
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_body.Velocity.Z = 2;
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_jumpMoving = true;
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}
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private void UpdateMoveUp()
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{
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// start waiting in the air
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if (EntityPosition.Z > 26 || _body.Velocity.Z <= 0)
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{
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ToWait();
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return;
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}
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// move towards the player
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if (_jumpMoving)
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{
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var vecDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (vecDirection.Length() < 2)
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{
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_jumpMoving = false;
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return;
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}
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vecDirection.Normalize();
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_body.VelocityTarget = vecDirection * _walkSpeed * 2;
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}
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}
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private void ToWait()
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{
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_aiComponent.ChangeState("wait");
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_body.VelocityTarget = Vector2.Zero;
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_body.IgnoresZ = true;
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}
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private void ToMoveDown()
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{
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_aiComponent.ChangeState("moveDown");
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_body.Velocity.Z = -3.5f;
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_body.IgnoresZ = false;
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}
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private void UpdateMoveDown()
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{
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if (_body.IsGrounded)
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ToWaitFloor();
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}
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private void ToWaitFloor()
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{
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_aiComponent.ChangeState("waitFloor");
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Game1.GameManager.PlaySoundEffect("D360-07-07");
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// this is green in the original
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var animation = new ObjAnimator(Map, 0, 0, Values.LayerTop, "Particles/swordPoke", "run", true);
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animation.EntityPosition.Set(new Vector2(EntityPosition.X, EntityPosition.Y + 4));
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Map.Objects.SpawnObject(animation);
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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if ((collision & Values.BodyCollision.Floor) != 0 && _aiComponent.CurrentStateId == "moveDown")
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ToWaitFloor();
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if ((collision & (Values.BodyCollision.Horizontal | Values.BodyCollision.Vertical)) != 0)
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ChangeDirection();
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}
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private void ChangeDirection()
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{
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_changeDirCount = Game1.RandomNumber.Next(200, 600);
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_dir = Game1.RandomNumber.Next(0, 4);
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_body.VelocityTarget = AnimationHelper.DirectionOffset[_dir] * _walkSpeed;
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}
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}
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} |