mirror of
https://github.com/Phantop/LADXHD.git
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103 lines
5 KiB
C#
103 lines
5 KiB
C#
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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.Things;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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internal class ObjCrystal : GameObject
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{
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private readonly CBox _hittableBoxSmall;
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private readonly Color _lightColor;
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private readonly string _dialogPath;
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private readonly bool _isHardCrystal;
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public ObjCrystal(Map.Map map, int posX, int posY, string spriteId, int color, bool hardCrystal, string dialogPath) : base(map, spriteId)
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{
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var sprite = Resources.GetSprite(spriteId);
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-40, -8 - 40, 80, 80);
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if (color == 0)
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_lightColor = new Color(240, 100, 255);
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else if (color == 1)
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_lightColor = new Color(255, 255, 255) * 0.25f;
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_isHardCrystal = hardCrystal;
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_dialogPath = dialogPath;
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var box = new CBox(posX, posY + 16 - 12, 0, 16, 12, 16);
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var hittableBox = new CBox(EntityPosition, -7, -15, 0, 14, 13, 8);
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_hittableBoxSmall = new CBox(EntityPosition, -6, -13, 0, 12, 10, 8, true);
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if (!string.IsNullOrEmpty(_dialogPath))
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AddComponent(PushableComponent.Index, new PushableComponent(box, OnPush) { InertiaTime = 50 });
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AddComponent(CollisionComponent.Index, new BoxCollisionComponent(box, Values.CollisionTypes.Normal));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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AddComponent(DrawComponent.Index, new DrawSpriteComponent(spriteId, EntityPosition, new Vector2(-8, -16), Values.LayerPlayer));
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AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
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{
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if (pushType == PushableComponent.PushType.Impact)
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return false;
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Game1.GameManager.StartDialogPath(_dialogPath);
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return false;
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}
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private void DrawLight(SpriteBatch spriteBatch)
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{
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DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 40, (int)EntityPosition.Y - 8 - 40, 80, 80), _lightColor);
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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 ((_isHardCrystal && damageType != HitType.PegasusBootsSword) || (damageType & HitType.SwordHold) != 0 || damageType == HitType.Hookshot)
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return Values.HitCollision.None;
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// this is really stupid
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// for the sword attacks a smaller hitbox is used
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if ((damageType & HitType.Sword) != 0 &&
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gameObject is ObjLink player && !player.IsPoking)
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{
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var collidingRec = player.SwordDamageBox.Rectangle().GetIntersection(_hittableBoxSmall.Box.Rectangle());
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var collidingArea = collidingRec.Width * collidingRec.Height;
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if (collidingArea < 16)
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return Values.HitCollision.None;
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}
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Game1.GameManager.PlaySoundEffect("D378-09-09");
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// remove this object from the map
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Map.Objects.DeleteObjects.Add(this);
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// spawn small particle stones
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var mult = damageType == HitType.PegasusBootsSword ? 1.0f : 0.25f;
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var velZ = 0.5f;
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var diff = 200f;
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var vector0 = new Vector3(-1, -1, 0) * Game1.RandomNumber.Next(50, 75) / diff + new Vector3(direction * mult, velZ);
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var vector1 = new Vector3(-1, 0, 0) * Game1.RandomNumber.Next(50, 75) / diff + new Vector3(direction * mult, velZ);
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var vector2 = new Vector3(1, -1, 0) * Game1.RandomNumber.Next(50, 75) / diff + new Vector3(direction * mult, velZ);
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var vector3 = new Vector3(1, 0, 0) * Game1.RandomNumber.Next(50, 75) / diff + new Vector3(direction * mult, velZ);
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var stone0 = new ObjSmallStone(Map, (int)EntityPosition.X + 2, (int)EntityPosition.Y - 10, Game1.RandomNumber.Next(4, 8), vector0);
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var stone1 = new ObjSmallStone(Map, (int)EntityPosition.X + 2, (int)EntityPosition.Y - 6, Game1.RandomNumber.Next(4, 8), vector1);
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var stone2 = new ObjSmallStone(Map, (int)EntityPosition.X + 6, (int)EntityPosition.Y - 10, Game1.RandomNumber.Next(4, 8), vector2);
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var stone3 = new ObjSmallStone(Map, (int)EntityPosition.X + 6, (int)EntityPosition.Y - 6, Game1.RandomNumber.Next(4, 8), vector3);
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Map.Objects.SpawnObject(stone0);
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Map.Objects.SpawnObject(stone1);
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Map.Objects.SpawnObject(stone2);
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Map.Objects.SpawnObject(stone3);
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return Values.HitCollision.Blocking;
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}
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}
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}
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