LADXHD/InGame/GameObjects/Enemies/EnemyFireball.cs

110 lines
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C#
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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Things;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyFireball : GameObject
{
private readonly CSprite _sprite;
private readonly BodyComponent _body;
private readonly Rectangle _fieldRectangle;
private double _liveTime = 2250;
public EnemyFireball(Map.Map map, int posX, int posY, float speed, bool hittable = true) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(-5, -5, 10, 10);
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/fireball");
animator.Play("idle");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(-5, -5));
_body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8)
{
IgnoresZ = true,
IgnoreHoles = true,
CollisionTypes = Values.CollisionTypes.None
};
_fieldRectangle = Map.GetField(posX, posY);
var playerDirection = new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y - 4) - EntityPosition.Position;
if (playerDirection != Vector2.Zero)
playerDirection.Normalize();
_body.VelocityTarget = playerDirection * speed;
var damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4);
var hittableBox = new CBox(EntityPosition, -4, -4, 0, 8, 8, 8);
AddComponent(BodyComponent.Index, _body);
if (hittable)
{
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
}
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop));
}
public void SetVelocity(Vector2 velocity)
{
_body.VelocityTarget = velocity;
}
private void Update()
{
_liveTime -= Game1.DeltaTime;
if (_liveTime <= 125)
_sprite.Color = Color.White * ((float)_liveTime / 125f);
// start despawning if we get outside of the current room
else if (!_fieldRectangle.Contains(EntityPosition.Position))
_liveTime = 125;
if (_liveTime < 0)
Map.Objects.DeleteObjects.Add(this);
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
if ((type & HitType.Sword) == 0)
return Values.HitCollision.None;
Game1.GameManager.PlaySoundEffect("D360-03-03");
OnDeath();
return Values.HitCollision.Enemy;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
OnDeath();
return true;
}
private void OnDeath()
{
var splashAnimator = new ObjAnimator(Map, 0, 0, 0, 0, Values.LayerTop, "Particles/spawn", "run", true);
splashAnimator.EntityPosition.Set(EntityPosition.Position - new Vector2(8, 8));
Map.Objects.SpawnObject(splashAnimator);
// TODO: add sound effect
Map.Objects.DeleteObjects.Add(this);
}
}
}