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

127 lines
4.8 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 EnemyThwimp : GameObject
{
private readonly AiComponent _aiComponent;
private readonly Animator _animator;
private readonly BodyComponent _body;
private const float ResturnSpeed = 0.5f;
public EnemyThwimp() : base("thwimp") { }
public EnemyThwimp(Map.Map map, int posX, int posY) : base(map)
{
Tags = Values.GameObjectTag.Damage;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-8, -64, 16, 114);
_animator = AnimatorSaveLoad.LoadAnimator("Enemies/thwimp");
_animator.Play("idle");
_body = new BodyComponent(EntityPosition, -7, -16, 14, 16, 8)
{
MoveCollision = OnCollision,
Drag = 0.8f,
IgnoresZ = true,
Gravity2D = 0.165f
};
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
var stateIdle = new AiState(UpdateIdle);
var stateFall = new AiState { Init = InitFall };
var stateWait = new AiState { Init = InitWait };
stateWait.Trigger.Add(new AiTriggerCountdown(700, null, () => _aiComponent.ChangeState("return")));
var stateReturn = new AiState { Init = InitReturn };
var stateReturned = new AiState { Init = InitReturned };
stateReturned.Trigger.Add(new AiTriggerCountdown(550, null, () => _aiComponent.ChangeState("idle")));
_aiComponent = new AiComponent();
_aiComponent.States.Add("idle", stateIdle);
_aiComponent.States.Add("fall", stateFall);
_aiComponent.States.Add("wait", stateWait);
_aiComponent.States.Add("return", stateReturn);
_aiComponent.States.Add("returned", stateReturned);
_aiComponent.ChangeState("idle");
var damageBox = new CBox(EntityPosition, -5, -10, 0, 10, 8, 4);
var hittableBox = new CBox(EntityPosition, -5, -10, 0, 10, 8, 8);
AddComponent(BodyComponent.Index, _body);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerBottom));
}
private void UpdateIdle()
{
// trigger trap
var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
var distanceH = Math.Abs(distance.X);
var angry = distanceH < 40;
_animator.Play(angry ? "angry" : "idle");
if (distanceH < 22)
{
_aiComponent.ChangeState("fall");
}
}
private void InitFall()
{
// start falling down
_body.IgnoresZ = false;
_animator.Play("angry");
Game1.GameManager.PlaySoundEffect("D360-08-08");
}
private void InitWait()
{
_animator.Play("idle");
Game1.GameManager.PlaySoundEffect("D360-09-09");
Game1.GameManager.ShakeScreen(75, 0, 1, 0, 500);
}
private void InitReturn()
{
_body.IgnoresZ = true;
_body.VelocityTarget.Y = -ResturnSpeed;
}
private void InitReturned()
{
_body.VelocityTarget.Y = 0;
}
private void OnCollision(Values.BodyCollision collision)
{
if ((collision & Values.BodyCollision.Bottom) != 0 && _aiComponent.CurrentStateId == "fall")
_aiComponent.ChangeState("wait");
else if ((collision & Values.BodyCollision.Top) != 0 && _aiComponent.CurrentStateId == "return")
_aiComponent.ChangeState("returned");
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
return Values.HitCollision.RepellingParticle;
}
}
}