mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
89 lines
3.6 KiB
C#
89 lines
3.6 KiB
C#
|
using Microsoft.Xna.Framework;
|
||
|
using ProjectZ.InGame.GameObjects.Base;
|
||
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
||
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
||
|
using ProjectZ.InGame.SaveLoad;
|
||
|
using ProjectZ.InGame.Things;
|
||
|
using System;
|
||
|
|
||
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
||
|
{
|
||
|
internal class EnemyRock : GameObject
|
||
|
{
|
||
|
private readonly CSprite _sprite;
|
||
|
private readonly BodyComponent _body;
|
||
|
private readonly Vector2 _spawnPosition;
|
||
|
|
||
|
private double _liveTime = 125;
|
||
|
|
||
|
public EnemyRock(Map.Map map, Vector2 position) : base(map)
|
||
|
{
|
||
|
Tags = Values.GameObjectTag.Enemy;
|
||
|
|
||
|
EntityPosition = new CPosition(position.X, position.Y, Game1.RandomNumber.Next(8, 24));
|
||
|
EntitySize = new Rectangle(-8, -40, 16, 48);
|
||
|
|
||
|
_spawnPosition = EntityPosition.Position;
|
||
|
|
||
|
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/rock");
|
||
|
animator.Play("idle");
|
||
|
|
||
|
_sprite = new CSprite(EntityPosition);
|
||
|
var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero);
|
||
|
|
||
|
_body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8)
|
||
|
{
|
||
|
Gravity = -0.125f,
|
||
|
CollisionTypes = Values.CollisionTypes.None
|
||
|
};
|
||
|
|
||
|
var damageBox = new CBox(EntityPosition, -6, -6, 0, 12, 12, 8, true);
|
||
|
var hittableBox = new CBox(EntityPosition, -7, -7, 0, 14, 14, 8, true);
|
||
|
|
||
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
|
||
|
AddComponent(BodyComponent.Index, _body);
|
||
|
AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush));
|
||
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
|
||
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
||
|
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
|
||
|
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop));
|
||
|
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 10, ShadowHeight = 6 });
|
||
|
}
|
||
|
|
||
|
private void Update()
|
||
|
{
|
||
|
// start despawning
|
||
|
if (EntityPosition.Y > _spawnPosition.Y + 128)
|
||
|
{
|
||
|
_liveTime -= Game1.DeltaTime;
|
||
|
|
||
|
// fade out
|
||
|
_sprite.Color = Color.White * ((float)_liveTime / 125f);
|
||
|
if (_liveTime < 0)
|
||
|
Map.Objects.DeleteObjects.Add(this);
|
||
|
}
|
||
|
|
||
|
// bounce in a random direction
|
||
|
if (_body.IsGrounded)
|
||
|
{
|
||
|
Game1.GameManager.PlaySoundEffect("D360-32-20", true, EntityPosition.Position);
|
||
|
|
||
|
_body.Velocity.Z = Game1.RandomNumber.Next(150, 250) / 100f;
|
||
|
|
||
|
var length = Game1.RandomNumber.Next(75, 150) / 150f;
|
||
|
var direction = (-100 + Game1.RandomNumber.Next(0, 200)) / 100f;
|
||
|
_body.VelocityTarget = new Vector2(MathF.Sin(direction), MathF.Cos(direction)) * length;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
|
||
|
{
|
||
|
return Values.HitCollision.Enemy | Values.HitCollision.RepellingParticle;
|
||
|
}
|
||
|
|
||
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|