mirror of
https://github.com/Phantop/LADXHD.git
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295 lines
12 KiB
C#
295 lines
12 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.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.NPCs
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{
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internal class ObjBird : 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 AiDamageState _damageState;
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private readonly AiTriggerSwitch _changeDirectionSwitch;
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private readonly DamageFieldComponent _damageField;
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private readonly Animator _animator;
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private readonly CSprite _sprite;
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private int _direction;
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private float _attackCounter;
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private float _attackingCounter;
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private float _attackTransparency;
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private bool _attackMode;
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private int _hitCounter;
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public ObjBird() : base("bird") { }
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public ObjBird(Map.Map map, int posX, int posY) : base(map)
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{
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var rectangle = new Rectangle(0, 0, 14, 8);
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -32, 16, 32);
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_body = new BodyComponent(EntityPosition, -6, -8, 12, 8, 8)
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{
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MoveCollision = OnCollision,
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Bounciness = 0.25f,
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Drag = 0.9f,
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Gravity = -0.1f,
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CollisionTypes =
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Values.CollisionTypes.Normal |
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Values.CollisionTypes.Player |
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Values.CollisionTypes.NPCWall
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};
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_animator = AnimatorSaveLoad.LoadAnimator("NPCs/bird");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -15));
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var stateIdle = new AiState() { Init = InitIdle };
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stateIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("walking"), 500, 1500));
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var stateWalking = new AiState(UpdateWalking) { Init = InitWalk };
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stateWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("idle"), 750, 1500));
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stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250));
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var stateFleeIdle = new AiState(UpdateFleeState) { Init = InitIdle };
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stateFleeIdle.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("fleeingWalking"), 500, 1500));
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var stateFleeWalking = new AiState(UpdateFleeState) { Init = InitWalk };
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stateFleeWalking.Trigger.Add(new AiTriggerRandomTime(() => _aiComponent.ChangeState("fleeingIdle"), 750, 1500));
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var stateFleeing = new AiState(UpdateFleeing);
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var stateAttack = new AiState(UpdateAttack);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("walking", stateWalking);
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_aiComponent.States.Add("fleeingIdle", stateFleeIdle);
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_aiComponent.States.Add("fleeingWalking", stateFleeWalking);
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_aiComponent.States.Add("fleeing", stateFleeing);
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_aiComponent.States.Add("attack", stateAttack);
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_damageState = new AiDamageState(this, _body, _aiComponent, _sprite, 2);
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_aiComponent.ChangeState(Game1.RandomNumber.Next(0, 10) < 5 ? "idle" : "walking");
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var box = new CBox(EntityPosition, -6, -12, 0, 12, 12, 8, true);
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AddComponent(DamageFieldComponent.Index, _damageField = new DamageFieldComponent(box, HitType.Enemy, 2) { IsActive = false });
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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 BodyDrawShadowComponent(_body, _sprite));
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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}
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public void InitAttackMode()
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{
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_aiComponent.ChangeState("attack");
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// spawn around the player
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var radiant = Game1.RandomNumber.Next(0, 628) / 100f;
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var offset = new Vector2(MathF.Sin(radiant), MathF.Cos(radiant));
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var spawnPosition = MapManager.ObjLink.EntityPosition.Position + new Vector2(0, 24) + offset * 80;
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EntityPosition.Set(spawnPosition);
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EntityPosition.Z = 16;
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_damageField.IsActive = true;
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var direction = MapManager.ObjLink.EntityPosition.Position - new Vector2(EntityPosition.Position.X, EntityPosition.Position.Y - 16);
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if (direction != Vector2.Zero)
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direction.Normalize();
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_body.VelocityTarget = direction * 1.5f;
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_body.IgnoresZ = true;
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_body.CollisionTypes = Values.CollisionTypes.None;
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_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
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_animator.Play("walk_" + _direction);
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_animator.SpeedMultiplier = 2;
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}
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private void UpdateAttack()
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{
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_attackingCounter += Game1.DeltaTime;
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var target = _attackingCounter < 2000 ? 1 : 0;
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_attackTransparency = AnimationHelper.MoveToTarget(_attackTransparency, target, 0.1f * Game1.TimeMultiplier);
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_sprite.Color = Color.White * _attackTransparency;
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Game1.GameManager.PlaySoundEffect("D378-45-2D", false);
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if (_attackTransparency == 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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private void SpawnBirds()
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{
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if (!_attackMode)
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return;
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var playerDir = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (playerDir.Length() > 120)
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{
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_attackMode = false;
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// change back into the normal mode
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if (_aiComponent.CurrentStateId != "idle" &&
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_aiComponent.CurrentStateId != "walking")
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_aiComponent.ChangeState("idle");
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}
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Game1.GameManager.PlaySoundEffect("D370-19-13", false);
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_attackCounter -= Game1.DeltaTime;
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if (_attackCounter < 0)
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{
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_attackCounter += Game1.RandomNumber.Next(300, 550);
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var objBird = new ObjBird(Map, (int)EntityPosition.X, (int)EntityPosition.Y);
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objBird.InitAttackMode();
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Map.Objects.SpawnObject(objBird);
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}
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}
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private void InitIdle()
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{
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// stop and wait
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("idle_" + _direction);
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}
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private void InitWalk()
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{
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// change the direction
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var rotation = Game1.RandomNumber.Next(0, 628) / 100f;
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_body.VelocityTarget = new Vector2(
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(float)Math.Sin(rotation),
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(float)Math.Cos(rotation)) * Game1.RandomNumber.Next(25, 40) / 100f;
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UpdateAnimation();
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}
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private void UpdateWalking()
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{
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// jump while walking
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if (_body.IsGrounded)
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_body.Velocity.Z = 0.65f;
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}
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private void UpdateFleeState()
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{
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SpawnBirds();
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// start fleeing from the player
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var distance = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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if (distance.Length() < 32)
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_aiComponent.ChangeState("fleeing");
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}
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private void UpdateFleeing()
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{
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SpawnBirds();
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// flee from the player
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var playerDir = EntityPosition.Position - MapManager.ObjLink.EntityPosition.Position;
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// stop fleeing
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if (playerDir.Length() > 48)
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{
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_aiComponent.ChangeState("fleeingIdle");
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return;
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}
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if (playerDir != Vector2.Zero)
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playerDir.Normalize();
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_body.VelocityTarget = playerDir;
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UpdateAnimation();
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}
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private void UpdateAnimation()
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{
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_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
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_animator.Play("walk_" + _direction);
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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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if (_damageState.IsInDamageState())
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return Values.HitCollision.None;
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_damageState.SetDamageState();
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// start spawning other birds
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_hitCounter++;
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if (_hitCounter > 35)
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_attackMode = true;
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Game1.GameManager.PlaySoundEffect("D360-03-03");
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Game1.GameManager.PlaySoundEffect("D370-19-13");
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_aiComponent.ChangeState("fleeing");
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Game1.GameManager.StartDialogPath("bird_hit");
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_body.Velocity.X = direction.X * 3.5f;
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_body.Velocity.Y = direction.Y * 3.5f;
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return Values.HitCollision.Blocking;
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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.Continues)
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{
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// push the bird away
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_body.Velocity = new Vector3(direction.X, direction.Y, 0) * 0.65f;
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// try to walk away from the pusher
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if (_aiComponent.CurrentStateId != "idle")
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return true;
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_aiComponent.ChangeState("walking");
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var offsetAngle = MathHelper.ToRadians(Game1.RandomNumber.Next(45, 85) * (_direction * 2 - 1));
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var newDirection = new Vector2(
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direction.X * (float)Math.Cos(offsetAngle) -
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direction.Y * (float)Math.Sin(offsetAngle),
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direction.X * (float)Math.Sin(offsetAngle) +
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direction.Y * (float)Math.Cos(offsetAngle)) * 0.5f;
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_body.VelocityTarget = newDirection;
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UpdateAnimation();
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}
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else if (type == PushableComponent.PushType.Impact)
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{
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_body.Velocity = new Vector3(direction.X, direction.Y, _body.Velocity.Z);
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}
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return true;
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}
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private void OnCollision(Values.BodyCollision moveCollision)
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{
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if ((moveCollision & Values.BodyCollision.Floor) != 0)
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return;
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// can only change the direction every so often
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if (!_changeDirectionSwitch.State)
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return;
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_changeDirectionSwitch.Reset();
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// rotate after wall collision
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if ((moveCollision & Values.BodyCollision.Horizontal) != 0)
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_body.VelocityTarget.X = -_body.VelocityTarget.X * 0.5f;
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else if ((moveCollision & Values.BodyCollision.Vertical) != 0)
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y * 0.5f;
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UpdateAnimation();
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}
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}
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} |