mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
245 lines
8.7 KiB
C#
245 lines
8.7 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.Base.Components.AI;
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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.NPCs
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{
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internal class ObjFairy : 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 AiComponent _aiComponent;
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private readonly ShadowBodyDrawComponent _shadowComponent;
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private readonly DictAtlasEntry _heartSource;
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private readonly string _strDialogPath;
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private const int DespawnTime = 1000;
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private const int DespawnStart = 4000;
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private const int HealingStart = 500;
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private const int HealingStepTime = 250;
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private Color _color;
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private double _hiddenStartTime;
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private float _spawnState;
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private float _heartTimer;
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private float _healCounter;
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private float _heartSpeed = 300;
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private float _despawnCounter;
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private int _healStepAmount;
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private bool _shownDialog;
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private bool _healMode;
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public ObjFairy() : base("npc_fairy") { }
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public ObjFairy(Map.Map map, int posX, int posY, string strDialogPath) : base(map)
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{
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EntityPosition = new CPosition(posX + 8, posY + 16, 8);
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EntitySize = new Rectangle(-11, -35, 22, 35 + 32);
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// the fairy in the color dungeon does not heal but shows a custom dialog instead
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_strDialogPath = strDialogPath;
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_healMode = string.IsNullOrEmpty(strDialogPath);
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_body = new BodyComponent(EntityPosition, -5, -16, 10, 16, 8)
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{
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IgnoresZ = true
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};
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_heartSource = Resources.GetSprite("heart");
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var animator = AnimatorSaveLoad.LoadAnimator("NPCs/fairy");
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animator.Play("idle");
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_aiComponent = new AiComponent();
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var stateHidde = new AiState(UpdateHidden) { Init = InitHidden };
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var stateIdle = new AiState(UpdateIdle);
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var stateHealing = new AiState(UpdateHealing) { Init = InitHealing };
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var stateDespawning = new AiState(UpdateDespawning) { Init = InitDespawning };
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_aiComponent.States.Add("hidden", stateHidde);
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_aiComponent.States.Add("idle", stateIdle);
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_aiComponent.States.Add("healing", stateHealing);
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_aiComponent.States.Add("despawning", stateDespawning);
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_aiComponent.ChangeState("idle");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(-11, -25));
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(ObjectCollisionComponent.Index, new ObjectCollisionComponent(new Rectangle(posX + 8 - 3, posY + 16, 6, 30), OnCollision));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerTop, EntityPosition));
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AddComponent(DrawShadowComponent.Index, _shadowComponent = new ShadowBodyDrawComponent(EntityPosition));
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}
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private void UpdatePosition()
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{
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// move up down
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EntityPosition.Z = 12.0f + MathF.Sin((float)Game1.TotalGameTime / 1100.0f * MathF.PI) * 4.0f;
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}
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private void InitHidden()
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{
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_hiddenStartTime = Game1.TotalGameTime;
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}
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private void UpdateHidden()
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{
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// fade out
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_spawnState = AnimationHelper.MoveToTarget(_spawnState, 0, 0.05f * Game1.TimeMultiplier);
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_color = Color.White * _spawnState;
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_shadowComponent.Transparency = _spawnState;
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// delay the spawning a little bit
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if (_hiddenStartTime + 10000 < Game1.TotalGameTime &&
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Game1.GameManager.CurrentHealth < Game1.GameManager.MaxHearths * 4)
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_aiComponent.ChangeState("idle");
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}
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private void UpdateIdle()
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{
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// fade in
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_spawnState = AnimationHelper.MoveToTarget(_spawnState, 1, 0.05f * Game1.TimeMultiplier);
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_color = Color.White * _spawnState;
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_shadowComponent.Transparency = _spawnState;
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UpdatePosition();
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// hide when the player has full health
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if (_healMode && Game1.GameManager.CurrentHealth >= Game1.GameManager.MaxHearths * 4)
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_aiComponent.ChangeState("hidden");
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}
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private void InitHealing()
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{
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_heartTimer = -1;
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// different speeds depending on the health of the player
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var healingSteps = (DespawnStart - HealingStart) / HealingStepTime;
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var neededSteps = Game1.GameManager.MaxHearths * 4 - Game1.GameManager.CurrentHealth;
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_healStepAmount = Math.Clamp((int)Math.Ceiling(neededSteps / (float)healingSteps), 1, 8);
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Game1.GameManager.SetMusic(11, 2);
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Game1.GameManager.StartDialogPath("fairy");
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}
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private void UpdateHealing()
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{
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UpdatePosition();
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if (Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
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return;
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MapManager.ObjLink.FreezePlayer();
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_heartTimer += Game1.DeltaTime;
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// start healing
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if (_heartTimer > HealingStart)
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_healCounter += Game1.DeltaTime;
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Game1.GameManager.PlaySoundEffect("D370-06-06", false);
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if (_healCounter > HealingStepTime)
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{
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_healCounter -= HealingStepTime;
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if (Game1.GameManager.CurrentHealth < Game1.GameManager.MaxHearths * 4)
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{
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Game1.GameManager.PlaySoundEffect("D370-06-06", true);
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Game1.GameManager.HealPlayer(_healStepAmount);
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}
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}
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if (_heartTimer > DespawnStart)
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{
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Game1.GameManager.PlaySoundEffect("D360-38-26");
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_aiComponent.ChangeState("despawning");
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}
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}
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private void InitDespawning()
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{
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_despawnCounter = DespawnTime;
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Game1.GameManager.SetMusic(-1, 2);
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}
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private void UpdateDespawning()
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{
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UpdatePosition();
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// remove the fairy
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_despawnCounter -= Game1.DeltaTime;
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if (_despawnCounter <= 0)
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{
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_spawnState = 0;
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_aiComponent.ChangeState("hidden");
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}
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// fade out with a blinking effect
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var despawnState = MathHelper.Clamp(_despawnCounter / 500.0f, 0, 1) *
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(0.75f + (float)Math.Cos(_despawnCounter / 15) * 0.25f);
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_color = Color.White * despawnState;
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_shadowComponent.Transparency = despawnState;
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}
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private void OnCollision(GameObject gameObject)
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{
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if (!string.IsNullOrEmpty(_strDialogPath))
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{
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if (!_shownDialog)
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Game1.GameManager.StartDialogPath(_strDialogPath);
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_shownDialog = true;
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return;
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}
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if (_aiComponent.CurrentStateId == "idle" && _spawnState >= 1)
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_aiComponent.ChangeState("healing");
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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// draw the sprite
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_sprite.Color = _color;
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_sprite.Draw(spriteBatch);
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// draw the hearts
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if (_aiComponent.CurrentStateId == "healing" ||
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_aiComponent.CurrentStateId == "despawning")
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DrawHearts(spriteBatch);
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}
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private void DrawHearts(SpriteBatch spriteBatch)
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{
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for (var i = 0; i < 10; i++)
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{
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if (_heartTimer < (i * _heartSpeed))
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return;
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var position = new Vector2(EntityPosition.Position.X - 3.5f, EntityPosition.Position.Y + 20);
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var angle = i / 5.0 * Math.PI - (_heartTimer / _heartSpeed * Math.PI / 5.0);
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position += new Vector2((float)Math.Sin(angle), -(float)Math.Cos(angle)) * 36;
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DrawHelper.DrawNormalized(spriteBatch, _heartSource, position, _color);
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}
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}
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}
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}
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