things/enemies/Runner.cs
using Sandbox;
using System.Drawing;
public class Runner : Enemy
{
private TimeSince _damageTime;
private const float DAMAGE_TIME = 0.5f;
public bool IsWandering { get; private set; }
private Vector2 _wanderPos;
public override float HeightVariance => 0.04f;
public override float WidthVariance => 0.02f;
private bool _isJumping;
private Vector2 _jumpStartPos;
private Vector2 _jumpTargetPos;
private TimeSince _timeSinceBeginJump;
private float _jumpTime;
private float _jumpHeight;
private bool _isPreparingJump;
private float _prepareJumpTime;
private TimeSince _timeSincePrepareJump;
private TimeSince _timeSinceJumping;
private float _delayUntilNextJump;
protected override void OnAwake()
{
//OffsetY = -0.45f;
ShadowScale = 1.1f;
ShadowFullOpacity = 0.8f;
ShadowOpacity = 0f;
Scale = 1.0f;
base.OnAwake();
//AnimSpeed = 2f;
//Sprite.Texture = Texture.Load("textures/sprites/runner.vtex");
//Sprite.Size = new Vector2( 1f, 1f ) * Scale;
PushStrength = 10f;
Deceleration = 0.47f;
DecelerationAttacking = 0.33f;
AggroRange = 2.5f;
Radius = 0.25f;
Health = 70f;
if ( Manager.Instance.Difficulty < 0 )
Health = 50f;
MaxHealth = Health;
DamageToPlayer = 8f;
CoinValueMin = 2;
CoinValueMax = 4;
CoinChance = 0.6f;
Sprite.PlayAnimation( AnimSpawnPath );
if ( IsProxy )
return;
CollideWith.Add( typeof( Enemy ) );
CollideWith.Add( typeof( Player ) );
//ShadowScale = 0.95f;
_damageTime = DAMAGE_TIME;
IsWandering = true;
_wanderPos = new Vector2( Game.Random.Float( Manager.Instance.BOUNDS_MIN.x + 1f, Manager.Instance.BOUNDS_MAX.x - 1f ), Game.Random.Float( Manager.Instance.BOUNDS_MIN.y + 1f, Manager.Instance.BOUNDS_MAX.y - 2f ) );
TintFullHp = new Color( 0.55f, 0.55f, 0.55f );
TintZeroHp = new Color( 0.2f, 0.2f, 0.2f );
TintDeath = new Color( 0.3f, 0.3f, 0.3f );
Sprite.Tint = TintFullHp;
_delayUntilNextJump = Game.Random.Float( 0.5f, 5f );
}
protected override void UpdatePosition( float dt )
{
base.UpdatePosition( dt );
var targetPos = Target.IsValid() ? Target.Position2D : (IsCharmed ? Manager.Instance.Player.Position2D : Position2D);
var targetVel = Target.IsValid() ? Target.Velocity : (IsCharmed ? Manager.Instance.Player.Velocity : Vector2.Zero);
if ( Manager.Instance.Difficulty >= 1 && !IsWandering && !_isPreparingJump && !_isJumping && _timeSinceJumping > _delayUntilNextJump * ( IsAttacking ? 2f : 1f ) && !Manager.Instance.IsGameOver )
{
PrepareJump( targetPos + targetVel * Game.Random.Float( 0f, 4f ) + Utils.GetRandomVector() * Game.Random.Float(0f, 1f) );
}
if( _isPreparingJump )
{
if ( Manager.Instance.IsGameOver )
_isPreparingJump = false;
if(_timeSincePrepareJump > _prepareJumpTime )
{
Jump();
}
Velocity *= (1f - dt * 1.75f);
WorldPosition += (Vector3)Velocity * dt;
return;
}
if(_isJumping)
{
if(_timeSinceBeginJump > _jumpTime)
{
FinishJump();
}
else
{
float progress = Utils.Map( _timeSinceBeginJump, 0f, _jumpTime, 0f, 1f, EasingType.Linear );
Position2D = Vector2.Lerp( _jumpStartPos, _jumpTargetPos, progress );
Sprite.LocalPosition = new Vector3( 0f, Utils.MapReturn( progress, 0f, 1f, 0f, _jumpHeight, EasingType.SineOut ), 0f );
float shadowScale = Utils.MapReturn( progress, 0f, 1f, ShadowScale, ShadowScale * 0.5f, EasingType.SineOut );
ShadowSprite.LocalScale = new Vector3( shadowScale * Globals.SPRITE_SCALE, shadowScale * Globals.SPRITE_SCALE, 1f );
float shadowOpacity = Utils.MapReturn( progress, 0f, 1f, ShadowOpacity, ShadowOpacity * 0.5f, EasingType.SineOut );
ShadowSprite.Tint = Color.Black.WithAlpha( shadowOpacity );
}
return;
}
if ( !IsWandering )
{
Velocity += (targetPos - Position2D).Normal * dt * (IsFeared ? -1f : 1f);
}
else
{
var wander_dist_sqr = (_wanderPos - Position2D).LengthSquared;
if ( wander_dist_sqr < 0.25f )
{
_wanderPos = new Vector2( MathX.Clamp( targetPos.x + Game.Random.Float( -5f, 5f ), Manager.Instance.BOUNDS_MIN.x + 1f, Manager.Instance.BOUNDS_MAX.x - 1f ), MathX.Clamp( targetPos.y + Game.Random.Float( -5f, 5f ), Manager.Instance.BOUNDS_MIN.y + 1f, Manager.Instance.BOUNDS_MAX.y - 2f ) );
}
Velocity += (_wanderPos - Position2D).Normal * dt;
var timeSinceInputMove = Target is Player player ? player.TimeSinceInputMove.Relative : 0f;
float detect_dist = timeSinceInputMove < 20f ? 3.5f : Utils.Map( timeSinceInputMove, 20f, 400f, 8f, 30f, EasingType.Linear );
var player_dist_sqr = (targetPos - Position2D).LengthSquared;
if ( player_dist_sqr < detect_dist * detect_dist )
{
IsWandering = false;
_delayUntilNextJump = Game.Random.Float( 0.5f, 7f );
if ( detect_dist < 4f )
Manager.Instance.PlaySfxNearby( "runner.howl", Position2D, pitch: Game.Random.Float( 0.9f, 1.1f ), volume: 1f, maxDist: 6f );
}
if ( TimeSinceSpawn > 60f )
{
IsWandering = false;
_delayUntilNextJump = Game.Random.Float( 0.5f, 7f );
}
}
float speed = (IsAttacking ? 1.3f : 0.7f) + Utils.FastSin( MoveTimeOffset + Time.Now * (IsAttacking ? 15f : 7.5f) ) * (IsAttacking ? 0.66f : 0.35f);
if ( Manager.Instance.Difficulty < 0 )
speed *= 0.75f;
//else if ( Manager.Instance.Difficulty >= 1 )
// speed *= 1.5f;
WorldPosition += (Vector3)Velocity * speed * dt;
}
public override void StartAttacking()
{
base.StartAttacking();
Manager.Instance.PlaySfxNearby( "runner.bark", Position2D, pitch: Game.Random.Float( 0.9f, 1.1f ), volume: 1f, maxDist: 4f );
}
protected override void UpdateSprite( Thing target )
{
if ( _isPreparingJump || _isJumping )
return;
base.UpdateSprite( target );
}
public override void Colliding( Thing other, float percent, float dt )
{
base.Colliding( other, percent, dt );
if ( other is Enemy enemy && !enemy.IsDying )
{
var spawnFactor = Utils.Map( enemy.TimeSinceSpawn, 0f, enemy.SpawnTime, 0f, 1f, EasingType.QuadIn );
Velocity += (Position2D - enemy.Position2D).Normal * Utils.Map( percent, 0f, 1f, 0f, 1f ) * enemy.PushStrength * (1f + enemy.TempWeight) * spawnFactor * dt;
if ( IsAttacking && IsCharmed != enemy.IsCharmed && _damageTime > (DAMAGE_TIME / TimeScale) )
{
var dmg = DamageToPlayer;
if ( IsCharmed )
dmg *= CharmDamageDealtMultiplier;
enemy.Damage( dmg, null, addVel: Vector2.Zero, addTempWeight: 0f, isCrit: false, DamageType.Melee );
enemy.Target = this;
_damageTime = 0f;
Manager.Instance.PlaySfxNearby( "runner.bite", Position2D, pitch: Utils.Map( enemy.Health, enemy.MaxHealth, 0f, 0.9f, 0.95f, EasingType.QuadIn ), volume: 0.6f, maxDist: 4.5f );
}
}
// todo: move collision check to player instead to prevent laggy hits?
else if ( other is Player player )
{
if ( !player.IsDead )
{
Velocity += (Position2D - player.Position2D).Normal * Utils.Map( percent, 0f, 1f, 0f, 1f ) * player.Stats[PlayerStat.PushStrength] * (1f + player.TempWeight) * dt;
if ( IsAttacking && _damageTime > (DAMAGE_TIME / TimeScale) && !IsCharmed )
{
float dmg = player.CheckDamageAmount( DamageToPlayer, DamageType.Melee );
if ( !player.IsInvulnerable && !player.IsTimePausedForChoosing )
{
Manager.Instance.PlaySfxNearby( "runner.bite", Position2D, pitch: Utils.Map( player.Health, player.Stats[PlayerStat.MaxHp], 0f, 0.9f, 0.95f, EasingType.QuadIn ), volume: 1f, maxDist: 5.5f );
player.Damage( dmg );
if( dmg > 0f )
OnDamagePlayer( player, dmg );
}
_damageTime = 0f;
}
}
}
}
public void PrepareJump( Vector2 targetPos )
{
var BUFFER = 0.3f;
targetPos = new Vector2( MathX.Clamp( targetPos.x, Manager.Instance.BOUNDS_MIN.x + BUFFER, Manager.Instance.BOUNDS_MAX.x - BUFFER ), MathX.Clamp( targetPos.y, Manager.Instance.BOUNDS_MIN.y + BUFFER, Manager.Instance.BOUNDS_MAX.y - BUFFER ) );
float MAX_DIST = Game.Random.Float(3.7f, 4.1f);
if ( (targetPos - Position2D).Length > MAX_DIST )
targetPos = Position2D + (targetPos - Position2D).Normal * MAX_DIST;
_jumpTargetPos = targetPos;
_jumpTime = Utils.Map( (targetPos - Position2D).Length, 1.5f, MAX_DIST, 0.65f, 1.15f, EasingType.SineIn ) * Game.Random.Float( 0.85f, 1.1f );
_jumpHeight = Utils.Map( _jumpTime, 0.7f, 3f, 1.8f, 3f ) * Game.Random.Float( 0.9f, 1.1f );
_isPreparingJump = true;
_timeSincePrepareJump = 0f;
_prepareJumpTime = Game.Random.Float( 0.2f, 0.6f );
IsAttacking = false;
CanTurn = false;
CanAttack = false;
CanAttackAnim = false;
FlipX = targetPos.x > Position2D.x;
Sprite.PlayAnimation( "jump_prepare" );
}
public void Jump()
{
if ( Manager.Instance.IsGameOver )
return;
_isPreparingJump = false;
_isJumping = true;
_jumpStartPos = Position2D;
_timeSinceBeginJump = 0f;
IgnoreCollision = true;
ShouldUpdateAfterGameOver = true;
Sprite.PlayAnimation( "jump" );
Manager.Instance.PlaySfxNearby( "jump_whoosh", Position2D, pitch: Game.Random.Float( 1.55f, 1.6f ), volume: 0.7f, maxDist: 8f );
}
void FinishJump()
{
_isJumping = false;
Position2D = _jumpTargetPos;
Sprite.LocalPosition = Vector3.Zero;
IgnoreCollision = false;
CanTurn = true;
CanAttack = true;
CanAttackAnim = true;
ShouldUpdateAfterGameOver = false;
if ( Manager.Instance.IsGameOver && !Manager.Instance.ShouldUpdateThings )
Celebrate();
_timeSinceJumping = 0f;
_delayUntilNextJump = Game.Random.Float( 0.5f, 8f );
ShadowSprite.LocalScale = new Vector3( ShadowScale * Globals.SPRITE_SCALE, ShadowScale * Globals.SPRITE_SCALE, 1f );
ShadowSprite.Tint = Color.Black.WithAlpha( ShadowOpacity );
Manager.Instance.PlaySfxNearby( "jump_thud", Position2D, pitch: Game.Random.Float( 0.95f, 1f ), volume: 0.55f, maxDist: 6f );
for (int i = 0; i < Game.Random.Int(2, 4); i++ )
{
SpawnCloudClient( Position2D, Utils.GetRandomVector() * Game.Random.Float(0.3f, 1.5f) );
}
if ( Target.IsValid() )
Velocity += (Target.Position2D - Position2D).Normal * Game.Random.Float( -0.2f, 2f );
}
public override void Damage( float damage, Player player, Vector2 addVel, float addTempWeight, bool isCrit = false, DamageType damageType = DamageType.PlayerBullet )
{
base.Damage( damage, player, addVel, addTempWeight, isCrit, damageType );
IsWandering = false;
}
public override void Celebrate()
{
base.Celebrate();
if ( _isJumping )
return;
CelebrateAsync();
}
async void CelebrateAsync()
{
await Task.Delay( Game.Random.Int( 0, 500 ) );
Sprite.PlaybackSpeed = Game.Random.Float( 1f, 3f );
Sprite.PlayAnimation( "cheer_start" );
await Task.Delay( Game.Random.Int( 200, 400 ) );
Sprite.PlayAnimation( "cheer" );
}
}