LADXHD/InGame/GameObjects/MidBoss/MBossStoneHinoxStone.cs

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C#
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2023-12-14 22:21:22 +00:00
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.MidBoss
{
class MBossStoneHinoxStone : GameObject
{
private readonly BodyComponent _body;
private readonly CSprite _sprite;
private readonly int _centerX;
private readonly int _spawnY;
private int _collisionCount;
public MBossStoneHinoxStone(Map.Map map, Vector3 position, Vector3 direction, int centerX) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(position.X, position.Y, position.Z);
EntitySize = new Rectangle(-8, -32, 16, 32);
_centerX = centerX;
_spawnY = (int)EntityPosition.Position.Y;
_sprite = new CSprite("hinox stone", EntityPosition, new Vector2(-8, -16));
_body = new BodyComponent(EntityPosition, -6, -12, 12, 12, 8)
{
MoveCollision = MoveCollision,
CollisionTypes = Values.CollisionTypes.None,
Gravity = -0.1f,
DragAir = 1.0f,
Bounciness = 0.85f
};
_body.Velocity = direction;
// random start sprite effect
_sprite.SpriteEffect = (SpriteEffects)Game1.RandomNumber.Next(0, 4);
var hitBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 8, true);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(hitBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hitBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
var shadow = new DrawShadowSpriteComponent(Resources.SprShadow, EntityPosition, new Rectangle(0, 0, 65, 66), new Vector2(-6, -6), 12, 6);
AddComponent(DrawShadowComponent.Index, shadow);
}
private void MoveCollision(Values.BodyCollision collisionType)
{
_collisionCount++;
if ((collisionType & Values.BodyCollision.Floor) != 0)
Game1.GameManager.PlaySoundEffect("D360-32-20");
if (_collisionCount > 3 || EntityPosition.Y > _spawnY + Values.FieldHeight - 32)
{
Map.Objects.DeleteObjects.Add(this);
return;
}
// set a new random direction
_body.Velocity.X = -1 + Game1.RandomNumber.Next(0, 100) / 50f;
// make sure that we do not get to far away from the center of the room
if (MathF.Abs(EntityPosition.X - _centerX) > 64)
_body.Velocity.X = MathF.Sign(_centerX - EntityPosition.X);
_body.Velocity.Z = Game1.RandomNumber.Next(75, 125) / 50f;
// flip the sprite
_sprite.SpriteEffect ^= SpriteEffects.FlipHorizontally;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
return Values.HitCollision.RepellingParticle;
}
}
}