mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
64 lines
2.3 KiB
C#
64 lines
2.3 KiB
C#
|
using Microsoft.Xna.Framework;
|
||
|
using ProjectZ.InGame.GameObjects.Base;
|
||
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
||
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
||
|
using ProjectZ.InGame.Things;
|
||
|
using System;
|
||
|
|
||
|
namespace ProjectZ.InGame.GameObjects.Dungeon
|
||
|
{
|
||
|
internal class ObjWaterCurrentTester : GameObject
|
||
|
{
|
||
|
private BodyComponent _body;
|
||
|
|
||
|
private double _spawnTime;
|
||
|
|
||
|
public ObjWaterCurrentTester(Map.Map map, int posX, int posY) : base(map)
|
||
|
{
|
||
|
EntityPosition = new CPosition(posX, posY, 0);
|
||
|
EntitySize = new Rectangle(-2, -2, 4, 4);
|
||
|
|
||
|
// this is the same size as the player so that it can not get thrown into the wall
|
||
|
_body = new BodyComponent(EntityPosition, -2, -2, 4, 4, 14)
|
||
|
{
|
||
|
CollisionTypes =
|
||
|
Values.CollisionTypes.Normal |
|
||
|
Values.CollisionTypes.NPCWall,
|
||
|
IgnoreHoles = true,
|
||
|
DragAir = 1.0f,
|
||
|
Drag = 1.0f,
|
||
|
Bounciness = 1.0f,
|
||
|
//MoveCollision = OnMoveCollision
|
||
|
};
|
||
|
|
||
|
_spawnTime = Game1.TotalGameTime;
|
||
|
|
||
|
//var speed = 2.5f;
|
||
|
//var direction = Game1.RandomNumber.Next(0, 1000) / 10f;
|
||
|
//_body.VelocityTarget.X = MathF.Sin(direction) * speed;
|
||
|
//_body.VelocityTarget.Y = MathF.Cos(direction) * speed;
|
||
|
|
||
|
var cSprite = new CSprite("teleporter_outer", EntityPosition, new Vector2(-2, -2));
|
||
|
|
||
|
AddComponent(BodyComponent.Index, _body);
|
||
|
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
|
||
|
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(cSprite, Values.LayerPlayer));
|
||
|
}
|
||
|
|
||
|
private void Update()
|
||
|
{
|
||
|
if (_spawnTime + 1000 < Game1.TotalGameTime)
|
||
|
{
|
||
|
Map.Objects.DeleteObjects.Add(this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//private void OnMoveCollision(Values.BodyCollision collision)
|
||
|
//{
|
||
|
// if ((collision & Values.BodyCollision.Horizontal) != 0)
|
||
|
// _body.VelocityTarget.X = -_body.VelocityTarget.X;
|
||
|
// if ((collision & Values.BodyCollision.Vertical) != 0)
|
||
|
// _body.VelocityTarget.Y = -_body.VelocityTarget.Y;
|
||
|
//}
|
||
|
}
|
||
|
}
|