mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
133 lines
4.8 KiB
C#
133 lines
4.8 KiB
C#
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Things;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.MidBoss
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{
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internal class MBossBone : GameObject
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{
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private readonly Animator _animator;
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private readonly BodyComponent _body;
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private const float MoveSpeed = 1f;
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private bool _hasCollided;
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private bool _isDying;
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private float _deathCount;
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private int _deathState;
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public MBossBone(Map.Map map, int posX, int posY, int offset) : base(map)
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{
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var fieldRectangle = map.GetField(posX, posY, 16);
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EntityPosition = new CPosition(fieldRectangle.X + offset, fieldRectangle.Y, 0);
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EntitySize = new Rectangle(0, 0, 16, 96);
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_animator = AnimatorSaveLoad.LoadAnimator("MidBoss/mbossOne");
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_animator.Play("idle");
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_body = new BodyComponent(EntityPosition, 2, 0, 12, 96, 8)
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{
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MoveCollision = OnCollision,
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AbsorbPercentage = 0.75f,
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Drag = 1.0f,
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DragAir = 1.0f,
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};
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var hittableCollider = new CBox(EntityPosition, 0, 0, 0, 16, 96, 8);
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var damageCollider = new CBox(EntityPosition, 2, 0, 0, 12, 96, 4);
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AddComponent(HittableComponent.Index, new HittableComponent(hittableCollider, OnHit));
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
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AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { RepelMultiplier = 1.5f });
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AddComponent(BodyComponent.Index, _body);
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBottom, EntityPosition));
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}
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public void Push(int direction)
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{
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_hasCollided = false;
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_body.Velocity.X = direction == 0 ? -MoveSpeed : MoveSpeed;
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_animator.Play("move");
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}
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public void Delete()
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{
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_isDying = true;
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}
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private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
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{
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if ((damageType & HitType.Sword) == 0)
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return Values.HitCollision.None;
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return Values.HitCollision.RepellingParticle;
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}
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private void Update()
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{
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_animator.Update();
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if (_isDying)
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{
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_deathCount += Game1.DeltaTime;
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if (_deathCount > _deathState * 75)
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{
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_deathState++;
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Game1.GameManager.PlaySoundEffect("D378-04-04");
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// spawn explosion effect
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Map.Objects.SpawnObject(new ObjAnimator(Map, (int)EntityPosition.X, (int)EntityPosition.Y + (6 - _deathState) * 16, Values.LayerBottom, "Particles/spawn", "run", true));
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if (_deathState >= 6)
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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// move sound effect
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if (Math.Abs(_body.Velocity.X) > 0.05f && !_hasCollided)
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Game1.GameManager.PlaySoundEffect("D370-26-1A", false);
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// collided with the wall? => slow down and stop
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if (_hasCollided)
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{
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_body.Velocity.X *= (float)Math.Pow(0.95f, Game1.TimeMultiplier);
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// stop moving
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if (Math.Abs(_body.Velocity.X) < 0.15f * Game1.TimeMultiplier)
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{
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_body.Velocity.X = 0;
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_animator.Play("idle");
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}
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}
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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// draw the bar
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for (var i = 0; i < 6; i++)
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if (i < 6 - _deathState)
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_animator.Draw(spriteBatch, new Vector2(EntityPosition.X, EntityPosition.Y + 16 * i), Color.White);
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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return true;
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}
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private void OnCollision(Values.BodyCollision direction)
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{
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Game1.GameManager.PlaySoundEffect("D360-11-0B");
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Game1.GameManager.ShakeScreen(800, 4, 1, 5, 5);
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_body.Velocity.X = -_body.Velocity.X;
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_hasCollided = true;
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}
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}
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}
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