mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
56 lines
2 KiB
C#
56 lines
2 KiB
C#
|
using System.Collections.Generic;
|
||
|
using Microsoft.Xna.Framework;
|
||
|
using ProjectZ.InGame.GameObjects.Base;
|
||
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
||
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
||
|
using ProjectZ.InGame.GameObjects.Enemies;
|
||
|
using ProjectZ.InGame.Map;
|
||
|
using ProjectZ.InGame.Things;
|
||
|
|
||
|
namespace ProjectZ.InGame.GameObjects.Things
|
||
|
{
|
||
|
internal class ObjBeetleSpawner : GameObject
|
||
|
{
|
||
|
private readonly List<GameObject> _enemyList = new List<GameObject>();
|
||
|
private readonly Rectangle _triggerField;
|
||
|
|
||
|
private const float SpawnTimer = 1250;
|
||
|
private float _spawnCounter = SpawnTimer;
|
||
|
|
||
|
public ObjBeetleSpawner() : base("beetle") { }
|
||
|
|
||
|
public ObjBeetleSpawner(Map.Map map, int posX, int posY) : base(map)
|
||
|
{
|
||
|
EntityPosition = new CPosition(posX + 8, posY + 8, 0);
|
||
|
EntitySize = new Rectangle(-16, -16, 32, 32);
|
||
|
|
||
|
_triggerField = map.GetField(posX, posY);
|
||
|
|
||
|
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
|
||
|
}
|
||
|
|
||
|
private void Update()
|
||
|
{
|
||
|
var playerDistance = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
|
||
|
|
||
|
if (playerDistance.Length() < 36)
|
||
|
_spawnCounter -= Game1.DeltaTime;
|
||
|
|
||
|
if (_spawnCounter <= 0)
|
||
|
{
|
||
|
_spawnCounter = SpawnTimer;
|
||
|
|
||
|
// get the enemies the object should watch over
|
||
|
Map.Objects.GetGameObjectsWithTag(_enemyList, Values.GameObjectTag.Enemy,
|
||
|
_triggerField.X, _triggerField.Y, _triggerField.Width, _triggerField.Height);
|
||
|
|
||
|
// spawn a new beetle there are no more than 3 enemies in the area
|
||
|
if (_enemyList.Count < 4)
|
||
|
{
|
||
|
var newBeetle = new EnemyBeetle(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 8);
|
||
|
Map.Objects.SpawnObject(newBeetle);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|