mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
169 lines
6.8 KiB
C#
169 lines
6.8 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.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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class ObjBowWowSmall : GameObject
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{
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private readonly Animator _animator;
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private readonly AiComponent _aiComponent;
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private readonly BodyComponent _body;
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private readonly AiTriggerSwitch _changeDirectionSwitch;
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private string _traded;
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private string _name;
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private int _direction;
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public ObjBowWowSmall() : base("smallBowWow") { }
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public ObjBowWowSmall(Map.Map map, int posX, int posY, string name) : base(map)
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{
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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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_name = name;
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_body = new BodyComponent(EntityPosition, -5, -8, 10, 8, 8)
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{
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MoveCollision = OnCollision,
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CollisionTypes = Values.CollisionTypes.Normal |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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Gravity = -0.15f
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};
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OnKeyChange();
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_animator = AnimatorSaveLoad.LoadAnimator("NPCs/bowWowSmall");
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_animator.Play("walk_" + _traded + "0");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, Vector2.Zero);
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var stateIdle = new AiState();
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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(ToIdle, 750, 1500));
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stateWalking.Trigger.Add(_changeDirectionSwitch = new AiTriggerSwitch(250));
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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.ChangeState(Game1.RandomNumber.Next(0, 10) < 5 ? "idle" : "walking");
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if (!string.IsNullOrEmpty(_name))
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{
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var interactionBox = new CBox(EntityPosition, -8, -16, 16, 16, 8);
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AddComponent(InteractComponent.Index, new InteractComponent(interactionBox, Interact));
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}
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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(CollisionComponent.Index, new BoxCollisionComponent(_body.BodyBox, Values.CollisionTypes.Normal));
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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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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush));
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AddComponent(HittableComponent.Index, new HittableComponent(_body.BodyBox, OnHit));
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AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(OnKeyChange));
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}
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private void OnKeyChange()
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{
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// show the ribbon on the head?
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_traded = (_name == "bowWow3" && Game1.GameManager.SaveManager.GetString("trade1") == "1") ? "r_" : "";
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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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_body.Velocity.X += direction.X;
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_body.Velocity.Y += direction.Y;
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return Values.HitCollision.Blocking;
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}
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private void ToIdle()
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{
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_aiComponent.ChangeState("idle");
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// stop and wait
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_body.VelocityTarget.X = 0;
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_body.VelocityTarget.Y = 0;
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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) / 50f;
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_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
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_animator.Play("walk_" + _traded + _direction);
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}
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private void UpdateWalking()
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{
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// jump up and down while walking
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if (_body.IsGrounded)
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_body.Velocity.Z = 0.85f;
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}
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private void OnCollision(Values.BodyCollision moveCollision)
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{
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// rotate after wall collision
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// top collision
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if (moveCollision.HasFlag(Values.BodyCollision.Horizontal))
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{
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if (!_changeDirectionSwitch.State)
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return;
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_changeDirectionSwitch.Reset();
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_body.VelocityTarget.X = -_body.VelocityTarget.X * 0.5f;
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_direction = (_direction + 1) % 2;
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_animator.Play("walk_" + _traded + _direction);
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}
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// vertical collision
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else if (moveCollision.HasFlag(Values.BodyCollision.Vertical))
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{
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y * 0.5f;
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}
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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// push bowwow away
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_body.Velocity = new Vector3(direction.X, direction.Y, 0) * 0.65f;
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if (_aiComponent.CurrentStateId == "walking")
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return false;
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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) - direction.Y * (float)Math.Sin(offsetAngle),
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direction.X * (float)Math.Sin(offsetAngle) + direction.Y * (float)Math.Cos(offsetAngle)) * 0.5f;
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_body.VelocityTarget = newDirection;
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_direction = _body.VelocityTarget.X < 0 ? 0 : 1;
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_animator.Play("walk_" + _traded + _direction);
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return true;
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}
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private bool Interact()
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{
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Game1.GameManager.PlaySoundEffect("D370-24-18");
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Game1.GameManager.StartDialogPath(_name);
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return true;
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}
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}
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} |