LADXHD/InGame/GameObjects/Things/ObjLava.cs

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C#
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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjLava : GameObject
{
private readonly Animator _animator;
private readonly int _animationLength;
private int _fieldX;
private int _fieldY;
public ObjLava() : base("lava") { }
public ObjLava(Map.Map map, int posX, int posY) : base(map)
{
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 16);
Tags = Values.GameObjectTag.Trap;
_fieldX = posX / 16;
_fieldY = posY / 16;
SetActive(true);
_animator = AnimatorSaveLoad.LoadAnimator("Objects/lava");
_animator.Play("idle");
_animationLength = _animator.GetAnimationTime(0, _animator.CurrentAnimation.Frames.Length);
var sprite = new CSprite(EntityPosition);
new AnimationComponent(_animator, sprite, Vector2.Zero);
AddComponent(CollisionComponent.Index, new BoxCollisionComponent(new CBox(posX, posY, -4, 16, 16, 8), Values.CollisionTypes.DeepWater));
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerBackground));
}
private void Update()
{
// @HACK: this is used to sync all the animations with the same length
// otherwise they would not be in sync if they did not get updated at the same time
_animator.SetFrame(0);
_animator.SetTime(Game1.TotalGameTime % _animationLength);
_animator.Update();
}
public void SetActive(bool active)
{
IsActive = active;
if (active)
Map.AddFieldState(_fieldX, _fieldY,
MapStates.FieldStates.DeepWater | MapStates.FieldStates.Lava);
else
Map.SetFieldState(_fieldX, _fieldY, MapStates.FieldStates.None);
}
}
}