using System; using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Bosses { internal class BossFinalBossParticle : GameObject { private readonly BodyComponent _body; private readonly CSprite _sprite; private float _transparency = 1; public BossFinalBossParticle(Map.Map map, Vector2 position, Vector2 velocity) : base(map) { EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-8, -8, 16, 16); var animator = AnimatorSaveLoad.LoadAnimator("Nightmares/nightmare particle"); animator.Play("idle"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero); _body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8) { Velocity = new Vector3(velocity, 0), Drag = 0.94f, CollisionTypes = Values.CollisionTypes.None }; AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(BodyComponent.Index, _body); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer)); } private void Update() { // fade away if (_body.Velocity.Length() < 0.125f) { _transparency -= Game1.TimeMultiplier * 0.165f; _sprite.Color = Color.White * _transparency; if (_transparency <= 0) Map.Objects.DeleteObjects.Add(this); } } } }