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

442 lines
17 KiB
C#

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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.Dungeon;
using ProjectZ.InGame.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.MidBoss
{
class MDodongoSnake : GameObject
{
private readonly List<GameObject> _collidingObjects = new List<GameObject>();
private readonly BodyComponent _body;
private readonly BodyDrawComponent _bodyDrawComponent;
private readonly AiComponent _aiComponent;
private readonly AiDamageState _damageState;
private readonly CSprite _sprite;
private readonly AiTriggerRandomTime _directionTrigger;
private readonly CBox _eatBox;
private readonly DictAtlasEntry _spriteHead;
private readonly DictAtlasEntry _spriteBody0;
private readonly DictAtlasEntry _spriteBody1;
private readonly DictAtlasEntry _spriteBody2;
private readonly string _saveKey;
private readonly int _color;
private Vector2 _bodyPosition;
private Vector2 _bodyExplosionPosition;
private Vector2 _turningPosition;
private Vector2 _bodyOffset;
private Vector2 _lastHeadPosition;
private int _direction;
private float _movementSpeed = 0.375f;
private float _explosionCounter;
private const float TailDistance = 12;
private float _bodyDistance;
private bool _wallCollision = true;
private bool _stopDraggin = true;
private bool _playedSwollowSound;
private bool _playerInRoom;
private int _lives = 3;
// @TODO: it looks like the body gets left behind when we move out of the screen
public MDodongoSnake() : base("snake blue") { }
public MDodongoSnake(Map.Map map, int posX, int posY, string saveKey, int color, bool resetKey) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX + 8, posY + 16, 0);
EntitySize = new Rectangle(-22, -8 - 22, 44, 44);
_bodyPosition = EntityPosition.Position;
_lastHeadPosition = EntityPosition.Position;
_saveKey = saveKey;
_color = color;
var strColor = _color == 0 ? "blue" : "green";
// was the boss already defeated?
if (!string.IsNullOrEmpty(_saveKey) && Game1.GameManager.SaveManager.GetString(_saveKey) == "1")
{
if (resetKey)
{
Game1.GameManager.SaveManager.SetString(_saveKey, "0");
}
else
{
IsDead = true;
return;
}
}
_spriteHead = Resources.GetSprite("snake " + strColor);
_spriteBody0 = Resources.GetSprite("snake body " + strColor);
_spriteBody1 = Resources.GetSprite("snake body");
_spriteBody2 = Resources.GetSprite("snake big " + strColor);
_eatBox = new CBox(EntityPosition, -1, -8, 2, 4, 8);
_sprite = new CSprite("snake " + strColor, EntityPosition, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -7, -13, 14, 12, 8)
{
MoveCollision = OnCollision,
Drag = 0.65f,
DragAir = 0.95f,
Gravity = -0.15f,
FieldRectangle = map.GetField(posX, posY),
AvoidTypes = Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall
};
var stateMoving = new AiState(UpdateMoving);
stateMoving.Trigger.Add(_directionTrigger = new AiTriggerRandomTime(ChangeDirection, 1000, 1500));
var stateExplosion = new AiState(UpdateExplosion);
_aiComponent = new AiComponent();
_aiComponent.States.Add("moving", stateMoving);
_aiComponent.States.Add("explosion", stateExplosion);
_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 8, false)
{
OnDeath = OnDeath
};
_bodyDrawComponent = new BodyDrawComponent(_body, _sprite, Values.LayerPlayer);
var damageCollider = new CBox(EntityPosition, -7, -11, 0, 14, 11, 8, true);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 4));
var hittableBox = new CBox(EntityPosition, -7, -15, 0, 14, 14, 8, true);
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(AiComponent.Index, _aiComponent);
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 16, ShadowHeight = 6 });
ChangeDirection();
_aiComponent.ChangeState("moving");
}
private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
{
return true;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
return Values.HitCollision.RepellingParticle;
}
private void OnCollision(Values.BodyCollision collision)
{
_wallCollision = true;
_directionTrigger.CurrentTime = Math.Min(_directionTrigger.CurrentTime, 250);
}
private void ChangeDirection()
{
_direction = Game1.RandomNumber.Next(0, 4);
_body.VelocityTarget = AnimationHelper.DirectionOffset[_direction] * _movementSpeed;
_turningPosition = EntityPosition.Position;
if (_wallCollision)
{
_stopDraggin = true;
_wallCollision = false;
}
}
private void ToExploding()
{
_playedSwollowSound = false;
_aiComponent.ChangeState("explosion");
_bodyExplosionPosition = _bodyPosition;
_damageState.SetDamageState();
}
private void UpdateExplosion()
{
_body.VelocityTarget = Vector2.Zero;
_explosionCounter += Game1.DeltaTime;
// swollow sound effect
if (!_playedSwollowSound && _explosionCounter > 55 / 0.06)
{
_playedSwollowSound = true;
Game1.GameManager.PlaySoundEffect("D360-42-2A");
}
if (_explosionCounter > 94 / 0.06 && _explosionCounter - Game1.DeltaTime < 94 / 0.06)
{
Game1.GameManager.PlaySoundEffect("D378-12-0C");
var particlePosition = EntityPosition.Position + AnimationHelper.DirectionOffset[_direction] * 13;
Map.Objects.SpawnObject(new ObjAnimator(Map,
(int)particlePosition.X, (int)particlePosition.Y, -8, -16, Values.LayerPlayer, "Particles/spawn", "run", true));
}
if (_explosionCounter > 76 / 0.06 && _explosionCounter - Game1.DeltaTime < 76 / 0.06)
{
_lives--;
// enemy is dead?
if (_lives <= 0)
{
OnDeath();
return;
}
}
if (_explosionCounter > 112 / 0.06)
{
_explosionCounter = 0;
ChangeDirection();
_aiComponent.ChangeState("moving");
_bodyPosition = _bodyExplosionPosition;
}
}
private void OnDeath()
{
if (!string.IsNullOrEmpty(_saveKey))
Game1.GameManager.SaveManager.SetString(_saveKey, "1");
// stop the boss music
Game1.GameManager.SetMusic(-1, 2);
Game1.GameManager.PlaySoundEffect("D378-26-1A");
// spawn fairy
Game1.GameManager.PlaySoundEffect("D360-27-1B");
Map.Objects.SpawnObject(new ObjDungeonFairy(Map, (int)_bodyExplosionPosition.X, (int)_bodyExplosionPosition.Y + 8, 0));
// shake the screen
Game1.GameManager.ShakeScreen(225, 4, 1, 5, 2.5f);
// spawn explosion effect
Map.Objects.SpawnObject(new ObjAnimator(Map,
(int)_bodyExplosionPosition.X, (int)_bodyExplosionPosition.Y - 8, Values.LayerPlayer, "Particles/explosionBomb", "run2", true));
Map.Objects.DeleteObjects.Add(this);
}
private void UpdateMoving()
{
// start/stop music when the player enters/leaves the room
if (_body.FieldRectangle.Contains(MapManager.ObjLink.BodyRectangle))
{
_playerInRoom = true;
if (Game1.GameManager.GetCurrentMusic() != 79)
Game1.GameManager.SetMusic(79, 2);
}
else if (_playerInRoom)
{
_playerInRoom = false;
Game1.GameManager.SetMusic(-1, 2);
}
EatBombs();
var offset = 0.5f;
var speed = 55;
_sprite.DrawOffset.X = -8 + ((_direction == 0 || _direction == 2) ? MathF.Sin((float)(Game1.TotalGameTime / speed)) * offset : 0);
_sprite.DrawOffset.Y = -16 + ((_direction == 1 || _direction == 3) ? MathF.Sin((float)(Game1.TotalGameTime / speed)) * offset : 0);
_bodyOffset.X = (_direction == 0 || _direction == 2) ? MathF.Sin((float)(Game1.TotalGameTime / speed) + MathF.PI * 0.9f) * offset : 0;
_bodyOffset.Y = (_direction == 1 || _direction == 3) ? MathF.Sin((float)(Game1.TotalGameTime / speed) + MathF.PI * 0.9f) * offset : 0;
// updated body distance
var distance = (_lastHeadPosition - EntityPosition.Position).Length();
_bodyDistance += distance;
if (distance < 0.001f)
{
_sprite.DrawOffset.X = -8;
_sprite.DrawOffset.Y = -16;
}
if (_bodyDistance > TailDistance)
{
_bodyDistance = TailDistance;
_stopDraggin = false;
}
if (!_stopDraggin || _wallCollision)
{
_bodyDistance -= _movementSpeed * Game1.TimeMultiplier;
if (_bodyDistance < 0)
_bodyDistance = 0;
}
// drag the body behind the head
if (_turningPosition != Vector2.Zero)
{
// update position
var directionTurningPoint = _turningPosition - EntityPosition.Position;
var turningPointDistance = directionTurningPoint.Length();
if (turningPointDistance > _bodyDistance)
{
directionTurningPoint.Normalize();
_bodyPosition = EntityPosition.Position + directionTurningPoint * _bodyDistance;
_turningPosition = Vector2.Zero;
}
else
{
// update position
var direction = _bodyPosition - _turningPosition;
if (direction != Vector2.Zero)
{
direction.Normalize();
_bodyPosition = _turningPosition + direction * (_bodyDistance - turningPointDistance);
}
}
}
else
{
// update position
var direction = _bodyPosition - EntityPosition.Position;
if (direction != Vector2.Zero)
{
direction.Normalize();
_bodyPosition = EntityPosition.Position + direction * _bodyDistance;
}
}
_lastHeadPosition = EntityPosition.Position;
}
private void EatBombs()
{
_collidingObjects.Clear();
Map.Objects.GetComponentList(_collidingObjects,
(int)EntityPosition.Position.X - 8, (int)EntityPosition.Position.Y - 16, 16, 16, BodyComponent.Mask);
foreach (var collidingObject in _collidingObjects)
{
var body = (BodyComponent)collidingObject.Components[BodyComponent.Index];
if (collidingObject.GetType() == typeof(ObjBomb) && _eatBox.Box.Intersects(body.BodyBox.Box))
{
var bomb = (ObjBomb)collidingObject;
if (bomb.Body.IsActive)
{
bomb.IsActive = false;
bomb.Map.Objects.DeleteObjects.Add(bomb);
ToExploding();
}
}
}
}
private void Draw(SpriteBatch spriteBatch)
{
_sprite.SourceRectangle.X = _spriteHead.ScaledRectangle.X;
_sprite.SourceRectangle.Y = _spriteHead.ScaledRectangle.Y;
if (_direction == 1)
_sprite.SourceRectangle.X += 18;
else if (_direction == 3)
_sprite.SourceRectangle.X += 36;
_sprite.SpriteEffect = _direction == 2 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
var bodyDrawPosition = _bodyPosition + new Vector2(-8, -16) + _bodyOffset;
var bodyRectangle = _spriteBody0.ScaledRectangle;
// explosion going on?
if (_explosionCounter > 0)
{
_sprite.DrawOffset = new Vector2(-8, -16);
// change the color to green
if (_explosionCounter < 102 / 0.06)
{
var dir = _color == 0 ? 1 : -1;
_sprite.SourceRectangle.Y += 18 * dir;
bodyRectangle.Y += 18 * dir;
}
var targetPosition = EntityPosition.Position - new Vector2(
AnimationHelper.DirectionOffset[_direction].X * 13,
AnimationHelper.DirectionOffset[_direction].Y * 12);
var distance = (_bodyExplosionPosition - targetPosition).Length();
if (distance > 0)
{
var amount = Math.Min(1, (1 * Game1.TimeMultiplier) / distance);
_bodyExplosionPosition = Vector2.Lerp(_bodyExplosionPosition, targetPosition, amount);
}
if (_explosionCounter < 60 / 0.06)
{
}
else if (_explosionCounter < 66 / 0.06)
{
bodyRectangle = _spriteBody1.ScaledRectangle;
_sprite.DrawOffset += AnimationHelper.DirectionOffset[_direction] * 2;
}
else if (_explosionCounter < 86 / 0.06)
{
bodyRectangle = _spriteBody2.ScaledRectangle;
_sprite.DrawOffset += AnimationHelper.DirectionOffset[_direction] * 4;
}
else if (_explosionCounter < 92 / 0.06)
{
bodyRectangle = _spriteBody1.ScaledRectangle;
_sprite.DrawOffset += AnimationHelper.DirectionOffset[_direction] * 2;
}
else if (_explosionCounter < 98 / 0.06)
{
}
bodyDrawPosition = _bodyExplosionPosition + new Vector2(-bodyRectangle.Width / 2, -8 - bodyRectangle.Height / 2);
}
var drawBodyFirst = bodyDrawPosition.Y + bodyRectangle.Height <= EntityPosition.Y || (_explosionCounter > 0 && _direction != 1);
// draw the body
if (drawBodyFirst)
spriteBatch.Draw(_spriteHead.Texture, bodyDrawPosition, bodyRectangle, Color.White);
// draw the head
_bodyDrawComponent.Draw(spriteBatch);
// draw the body
if (!drawBodyFirst)
spriteBatch.Draw(_spriteHead.Texture, bodyDrawPosition, bodyRectangle, Color.White);
}
private void OnDeath(bool pieceOfPower)
{
_aiComponent.ChangeState("death");
Game1.GameManager.PlaySoundEffect("D370-16-10");
}
}
}