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.Bosses { internal class BossHardhitBeetleShot : GameObject { private readonly CSprite _sprite; private double _liveTime = 2000; public BossHardhitBeetleShot(Map.Map map, Vector2 position, float speed) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-8, -8, 16, 16); var animator = AnimatorSaveLoad.LoadAnimator("Nightmares/hardhit beetle shot"); animator.Play("idle"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero); var body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8) { IgnoresZ = true, IgnoreHoles = true, CollisionTypes = Values.CollisionTypes.None }; // move towards the player var velocity = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (velocity != Vector2.Zero) velocity.Normalize(); body.VelocityTarget = velocity * speed; var hittableBox = new CBox(EntityPosition, -6, -6, 0, 12, 12, 8); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(hittableBox, HitType.Enemy, 2)); AddComponent(BodyComponent.Index, body); AddComponent(PushableComponent.Index, new PushableComponent(body.BodyBox, OnPush)); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); } private void Update() { _liveTime -= Game1.DeltaTime; if (_liveTime <= 125) _sprite.Color = Color.White * ((float)_liveTime / 125f); if (_liveTime < 0) Map.Objects.DeleteObjects.Add(this); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { return Values.HitCollision.RepellingParticle; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { return true; } } }