mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
110 lines
4.1 KiB
C#
110 lines
4.1 KiB
C#
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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.Components;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Things;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyFireball : GameObject
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{
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private readonly CSprite _sprite;
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private readonly BodyComponent _body;
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private readonly Rectangle _fieldRectangle;
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private double _liveTime = 2250;
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public EnemyFireball(Map.Map map, int posX, int posY, float speed, bool hittable = true) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(-5, -5, 10, 10);
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var animator = AnimatorSaveLoad.LoadAnimator("Enemies/fireball");
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animator.Play("idle");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(-5, -5));
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_body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8)
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{
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IgnoresZ = true,
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IgnoreHoles = true,
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CollisionTypes = Values.CollisionTypes.None
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};
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_fieldRectangle = Map.GetField(posX, posY);
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var playerDirection = new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y - 4) - EntityPosition.Position;
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if (playerDirection != Vector2.Zero)
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playerDirection.Normalize();
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_body.VelocityTarget = playerDirection * speed;
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var damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4);
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var hittableBox = new CBox(EntityPosition, -4, -4, 0, 8, 8, 8);
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AddComponent(BodyComponent.Index, _body);
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if (hittable)
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{
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
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AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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}
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop));
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}
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public void SetVelocity(Vector2 velocity)
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{
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_body.VelocityTarget = velocity;
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}
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private void Update()
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{
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_liveTime -= Game1.DeltaTime;
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if (_liveTime <= 125)
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_sprite.Color = Color.White * ((float)_liveTime / 125f);
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// start despawning if we get outside of the current room
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else if (!_fieldRectangle.Contains(EntityPosition.Position))
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_liveTime = 125;
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if (_liveTime < 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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if ((type & HitType.Sword) == 0)
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return Values.HitCollision.None;
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Game1.GameManager.PlaySoundEffect("D360-03-03");
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OnDeath();
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return Values.HitCollision.Enemy;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (type == PushableComponent.PushType.Impact)
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OnDeath();
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return true;
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}
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private void OnDeath()
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{
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var splashAnimator = new ObjAnimator(Map, 0, 0, 0, 0, Values.LayerTop, "Particles/spawn", "run", true);
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splashAnimator.EntityPosition.Set(EntityPosition.Position - new Vector2(8, 8));
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Map.Objects.SpawnObject(splashAnimator);
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// TODO: add sound effect
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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}
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