mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
165 lines
6.4 KiB
C#
165 lines
6.4 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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internal class ObjMouse : 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 AiTriggerSwitch _changeDirectionSwitch;
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private readonly AiTriggerSwitch _hitCooldown;
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private int _direction;
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public ObjMouse(Map.Map map, int posX, int posY) : base(map)
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{
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SprEditorImage = Resources.SprNpCs;
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EditorIconSource = new Rectangle(63, 280, 15, 14);
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EntityPosition = new CPosition(posX + 8, posY + 8 + 4, 0);
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EntitySize = new Rectangle(-9, -16, 18, 16);
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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.Player |
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Values.CollisionTypes.NPCWall,
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FieldRectangle = map.GetField(posX, posY),
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DragAir = 0.85f,
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Drag = 0.85f,
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Gravity = -0.15f
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};
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_animator = AnimatorSaveLoad.LoadAnimator("NPCs/mouse");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(-9, -_animator.FrameHeight));
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var stateIdle = new AiState(StateIdle);
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stateIdle.Trigger.Add(_hitCooldown = new AiTriggerSwitch(250));
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var stateWalking = new AiState(StateWalking) { 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, 2) == 0 ? "idle" : "walking");
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(AnimationComponent.Index, animationComponent);
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AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Normal));
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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(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 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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_animator.Play("stand_" + _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) / 50f;
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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 void StateIdle()
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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 StateWalking()
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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 = 1f;
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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 (_aiComponent.CurrentStateId != "idle")
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ToIdle();
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if (!_hitCooldown.State)
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return Values.HitCollision.None;
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_hitCooldown.Reset();
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_body.Velocity.X += direction.X * 4.0f;
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_body.Velocity.Y += direction.Y * 4.0f;
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return Values.HitCollision.Blocking;
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}
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private void OnCollision(Values.BodyCollision moveCollision)
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{
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if (_aiComponent.CurrentStateId != "walking")
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return;
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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 *= -0.5f;
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_direction = (_direction + 1) % 2;
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_animator.Play("walk_" + _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 *= -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 the bird away
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_body.Velocity = new Vector3(direction.X, direction.Y, 0) * 1.0f;
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if (_aiComponent.CurrentStateId == "walking")
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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) - 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_" + _direction);
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return true;
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}
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}
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} |