mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
374 lines
14 KiB
C#
374 lines
14 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.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.GameObjects.Enemies;
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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.MidBoss
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{
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class MBossGohma : GameObject
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{
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private readonly Animator _animator;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly AiDamageState _aiDamageState;
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private readonly AnimationComponent _animationComponent;
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private readonly AiTriggerCountdown _attackAbortTrigger;
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private readonly CSprite _sprite;
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private readonly DamageFieldComponent _damageField;
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private const int ShakeTime = 1500;
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private const int BodyWidth = 28;
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private Vector2 _attackStartPosition;
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private Vector2 _attackTargetPosition;
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private const float AttackSpeed = 1.5f;
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private const float AttackReturnSpeed = 1f;
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private const float WalkSpeed = 1.0f;
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private const float RunSpeed = 1.5f;
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// 0: both parts are alive
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// 1: one of them is dead
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// 2: both parts are dead
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private int _bossState;
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private string _saveKey;
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private bool _isOnTop;
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public MBossGohma(Map.Map map, int posX, int posY, string saveKey, bool onTop) : base(map, "gohma")
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{
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EntityPosition = new CPosition(posX + 16, posY + 16, 0);
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EntitySize = new Rectangle(-16, -16, 32, 16);
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_saveKey = saveKey;
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_isOnTop = onTop;
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// there is no door and this is strange because in the original you can kill only one of them and just reenter the room
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if (!string.IsNullOrEmpty(_saveKey))
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{
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// check if the boss was already killed
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var bossState = Game1.GameManager.SaveManager.GetInt(_saveKey, 0);
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if (bossState == 2)
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{
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IsDead = true;
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return;
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}
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else
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{
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Game1.GameManager.SaveManager.SetInt(_saveKey, 0);
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}
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AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
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}
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_animator = AnimatorSaveLoad.LoadAnimator("MidBoss/gohma");
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_sprite = new CSprite(EntityPosition);
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_animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(0, -16));
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_body = new BodyComponent(EntityPosition, -BodyWidth / 2, -14, BodyWidth, 14, 8)
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{
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IgnoreHoles = true,
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MoveCollision = OnCollision,
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FieldRectangle = Map.GetField(posX, posY, 16)
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};
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_aiComponent = new AiComponent();
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var stateIdle = new AiState(UpdateIdle);
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var stateWalk = new AiState { Init = InitWalk };
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stateWalk.Trigger.Add(new AiTriggerRandomTime(ChangeState, 1500, 3000));
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var stateRun = new AiState { Init = InitRun };
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stateRun.Trigger.Add(new AiTriggerRandomTime(ChangeState, 1500, 2500));
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var stateShake = new AiState { Init = InitShake };
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stateShake.Trigger.Add(new AiTriggerCountdown(ShakeTime, ShakeTick, ShakeEnd));
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var stateAttack = new AiState(UpdateAttack) { Init = InitAttack };
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// this trigger is used to abort the attack with a little delay so to not directly return
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stateAttack.Trigger.Add(_attackAbortTrigger = new AiTriggerCountdown(65, null, () => _aiComponent.ChangeState("attackReturn"), false));
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var stateAttackReturn = new AiState(UpdateAttackRevert) { Init = InitAttackReturn };
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var stateWait = new AiState();
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var stateEye0 = new AiState();
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stateEye0.Trigger.Add(new AiTriggerCountdown(1000, null, ToEye1));
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var stateEye1 = new AiState();
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stateEye1.Trigger.Add(new AiTriggerCountdown(400, null, ToEye2));
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var stateEye2 = new AiState();
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stateEye2.Trigger.Add(new AiTriggerCountdown(350, null, ToEye3));
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var stateEye3 = new AiState();
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stateEye3.Trigger.Add(new AiTriggerCountdown(1000, null, () => _aiComponent.ChangeState("walk")));
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("walk", stateWalk);
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_aiComponent.States.Add("run", stateRun);
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_aiComponent.States.Add("attackShake", stateShake);
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_aiComponent.States.Add("attack", stateAttack);
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_aiComponent.States.Add("attackReturn", stateAttackReturn);
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_aiComponent.States.Add("wait", stateWait);
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_aiComponent.States.Add("eye0", stateEye0);
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_aiComponent.States.Add("eye1", stateEye1);
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_aiComponent.States.Add("eye2", stateEye2);
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_aiComponent.States.Add("eye3", stateEye3);
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_aiDamageState = new AiDamageState(this, _body, _aiComponent, _sprite, 12, false, false)
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{
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BossHitSound = true,
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HitMultiplierX = 0,
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HitMultiplierY = 0,
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ExplosionOffsetY = 8
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};
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_aiDamageState.AddBossDamageState(OnDeath);
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_aiComponent.ChangeState("idle");
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var damageCollider = new CBox(EntityPosition, -14, -14, 0, 28, 14, 8);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4));
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// RepelMultiplier needs to be high so that the player does not end in the boss
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 1.5f });
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BodyComponent.Index, _body);
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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 OnKeyChange()
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{
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_bossState = Game1.GameManager.SaveManager.GetInt(_saveKey, 0);
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}
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private void ChangeState()
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{
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_animator.SpeedMultiplier = 1f;
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// 25% chance to start walking
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var changeState = Game1.RandomNumber.Next(0, 4) < 3 &&
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MapManager.ObjLink.EntityPosition.Position.Y < EntityPosition.Position.Y + 40;
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if (changeState)
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{
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// player is standing above the boss
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if (Game1.RandomNumber.Next(0, 2) == 0)
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_aiComponent.ChangeState("attackShake");
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else
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ToEye0();
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}
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else
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{
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_aiComponent.ChangeState("walk");
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}
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// player left the room?
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if (!_body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle))
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{
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Game1.GameManager.SetMusic(-1, 2);
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_aiComponent.ChangeState("idle");
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}
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}
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private void UpdateIdle()
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{
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// start walking
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if (_body.FieldRectangle.Intersects(MapManager.ObjLink.BodyRectangle))
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{
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Game1.GameManager.SetMusic(79, 2);
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_aiComponent.ChangeState("walk");
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}
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}
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private void ToEye0()
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{
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// stop walking
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("stand");
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_aiComponent.ChangeState("eye0");
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}
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private void ToEye1()
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{
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_animator.Play("eye");
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_aiComponent.ChangeState("eye1");
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}
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private void ToEye2()
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{
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// spawn a fireball
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Map.Objects.SpawnObject(new EnemyFireball(Map, (int)EntityPosition.X, (int)EntityPosition.Y - 8, 1.25f));
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_aiComponent.ChangeState("eye2");
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}
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private void ToEye3()
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{
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_animator.Play("stand");
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_aiComponent.ChangeState("eye3");
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}
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private void InitWalk()
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{
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var direction = -1 + Game1.RandomNumber.Next(0, 2) * 2;
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_body.VelocityTarget = new Vector2(direction, 0) * WalkSpeed;
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_animator.Play("walk");
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}
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private void InitRun()
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{
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var direction = -1 + Game1.RandomNumber.Next(0, 2) * 2;
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_body.VelocityTarget = new Vector2(direction, 0) * RunSpeed;
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_animator.Play("walk");
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_animator.SpeedMultiplier = 1.5f;
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}
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private void InitShake()
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{
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_body.VelocityTarget = Vector2.Zero;
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}
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private void ShakeTick(double counter)
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{
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// 5 frames to go left/right
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_animationComponent.SpriteOffset.X = MathF.Sin(MathF.PI * ((ShakeTime - (float)counter) / 1000 * (60 / 5f)));
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_animationComponent.UpdateSprite();
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}
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private void ShakeEnd()
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{
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_animationComponent.SpriteOffset.X = 0;
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// attack or start running depending on if the player is standing above the boss
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDirection.Y < 0)
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_aiComponent.ChangeState("run");
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else
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_aiComponent.ChangeState("attack");
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}
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private void InitAttack()
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{
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_attackStartPosition = EntityPosition.Position;
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// 45 if the top is the last one alive
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_attackTargetPosition = EntityPosition.Position + new Vector2(0, _bossState == 1 ? 45 : 25);
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var playerDirection = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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var offset = 44;
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// make sure to not leave the room
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if (playerDirection.X < -22 && _body.FieldRectangle.Left <= EntityPosition.Position.X - BodyWidth / 2 - offset)
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_attackTargetPosition.X -= offset;
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if (playerDirection.X > 22 && EntityPosition.Position.X + BodyWidth / 2 + offset <= _body.FieldRectangle.Right)
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_attackTargetPosition.X += offset;
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}
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private void UpdateAttack()
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{
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var targetDirection = _attackTargetPosition - EntityPosition.Position;
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var offset = AttackSpeed * Game1.TimeMultiplier;
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if (targetDirection.Length() <= offset)
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{
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EntityPosition.Set(_attackTargetPosition);
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_aiComponent.ChangeState("attackReturn");
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_attackStartPosition.X = _attackTargetPosition.X;
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}
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else
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{
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// move towards the target position
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targetDirection.Normalize();
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EntityPosition.Move(targetDirection * AttackSpeed);
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}
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}
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private void InitAttackReturn()
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{
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Game1.GameManager.PlaySoundEffect("D370-22-16");
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}
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private void UpdateAttackRevert()
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{
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var targetDirection = _attackStartPosition - EntityPosition.Position;
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var offset = AttackReturnSpeed * Game1.TimeMultiplier;
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if (targetDirection.Length() <= offset)
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{
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EntityPosition.Set(_attackStartPosition);
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_aiComponent.ChangeState("walk");
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}
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else
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{
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// move towards the target position
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targetDirection.Normalize();
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EntityPosition.Move(targetDirection * AttackReturnSpeed);
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}
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}
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private void OnDeath()
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{
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// spawn a heart
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var objItem = new ObjItem(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 16, "j", null, "heart", null);
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Map.Objects.SpawnObject(objItem);
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_damageField.IsActive = false;
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Game1.GameManager.SaveManager.SetInt(_saveKey, _bossState + 1);
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if (_bossState == 1)
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{
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Game1.GameManager.SaveManager.SetString(_saveKey, "1");
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// stop boss music
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Game1.GameManager.SetMusic(-1, 2);
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}
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Map.Objects.DeleteObjects.Add(this);
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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// change the direction if we collide with a wall
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_body.VelocityTarget.X = -_body.VelocityTarget.X;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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// abort the attack
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if (_aiComponent.CurrentStateId == "attack" && !_attackAbortTrigger.IsRunning())
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{
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_attackAbortTrigger.OnInit();
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_attackAbortTrigger.Start();
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}
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return true;
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}
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public Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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// can only hit the boss with the hookshot or an arrow
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if ((damageType & (HitType.Hookshot | HitType.Bow | HitType.MagicRod | HitType.Boomerang)) == 0 ||
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(_aiComponent.CurrentStateId != "eye1" && _aiComponent.CurrentStateId != "eye2") ||
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_aiDamageState.IsInDamageState())
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{
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return Values.HitCollision.RepellingParticle;
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}
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if (damageType == HitType.Bow)
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damage *= 2;
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if (damageType == HitType.MagicRod)
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damage *= 2;
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if (damageType == HitType.Boomerang)
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damage = 4;
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return _aiDamageState.OnHit(gameObject, direction, damageType, damage, pieceOfPower);
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}
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}
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}
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