mirror of
https://github.com/Phantop/LADXHD.git
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151 lines
6 KiB
C#
151 lines
6 KiB
C#
using System;
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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.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 EnemyZombie : 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 AiDamageState _damageState;
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private readonly DamageFieldComponent _damageField;
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public EnemyZombie() : base("zombie") { }
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public EnemyZombie(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, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Enemies/zombie");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-8, -16));
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_body = new BodyComponent(EntityPosition, -6, -10, 12, 10, 8)
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{
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MoveCollision = OnCollision,
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HoleAbsorb = OnHoleAbsorb,
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AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall,
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Drag = 0.8f
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};
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// ai states
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var stateSpawn = new AiState(UpdateSpawn) { Init = InitSpawn };
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var walkingState = new AiState() { Init = InitWalking };
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walkingState.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("despawn"), 1000, 4000));
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var stateDespawn = new AiState(UpdateDespawning) { Init = InitDespawning };
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("spawn", stateSpawn);
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_aiComponent.States.Add("walking", walkingState);
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_aiComponent.States.Add("despawn", stateDespawn);
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_damageState = new AiDamageState(this, _body, _aiComponent, sprite, 1) { OnBurn = () => _animator.Pause(), IsActive = false };
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new AiFallState(_aiComponent, _body, OnHoleAbsorb);
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_aiComponent.ChangeState("spawn");
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var hittableBox = new CBox(EntityPosition, -6, -15, 0, 12, 15, 8);
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var damageBox = new CBox(EntityPosition, -6, -14, 0, 12, 14, 4);
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var pushableBox = new CBox(EntityPosition, -6, -13, 0, 12, 13, 8);
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AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
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}
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private void InitSpawn()
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{
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_animator.Play("spawn");
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}
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private void UpdateSpawn()
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{
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if (!_animator.IsPlaying)
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_aiComponent.ChangeState("walking");
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}
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private void InitWalking()
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{
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if (_animator.CurrentFrameIndex > 0)
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_damageState.IsActive = true;
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_damageField.IsActive = true;
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_animator.Play("walk");
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// start walking towards the player
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var walkDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (walkDirection != Vector2.Zero)
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walkDirection.Normalize();
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_body.VelocityTarget = walkDirection * Game1.RandomNumber.Next(50, 80) / 100f;
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}
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private void InitDespawning()
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{
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// start despawn animation and stop moving
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_animator.Play("despawn");
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_body.Velocity = Vector3.Zero;
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_body.VelocityTarget = Vector2.Zero;
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_damageField.IsActive = false;
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}
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private void UpdateDespawning()
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{
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if (_animator.CurrentFrameIndex > 0)
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_damageState.IsActive = false;
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if (!_animator.IsPlaying)
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Map.Objects.DeleteObjects.Add(this);
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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 (_aiComponent.CurrentStateId == "despawn")
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return false;
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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 Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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return _damageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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if (_aiComponent.CurrentStateId == "walking")
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{
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if ((direction & Values.BodyCollision.Horizontal) != 0 &&
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Math.Abs(_body.VelocityTarget.X) > Math.Abs(_body.VelocityTarget.Y) * 3 ||
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(direction & Values.BodyCollision.Vertical) != 0 &&
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Math.Abs(_body.VelocityTarget.Y) > Math.Abs(_body.VelocityTarget.X) * 3)
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_aiComponent.ChangeState("despawn");
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}
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}
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public void OnHoleAbsorb()
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{
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_animator.SpeedMultiplier = 2f;
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}
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}
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} |