using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; using System; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyRock : GameObject { private readonly CSprite _sprite; private readonly BodyComponent _body; private readonly Vector2 _spawnPosition; private double _liveTime = 125; public EnemyRock(Map.Map map, Vector2 position) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(position.X, position.Y, Game1.RandomNumber.Next(8, 24)); EntitySize = new Rectangle(-8, -40, 16, 48); _spawnPosition = EntityPosition.Position; var animator = AnimatorSaveLoad.LoadAnimator("Enemies/rock"); animator.Play("idle"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero); _body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8) { Gravity = -0.125f, CollisionTypes = Values.CollisionTypes.None }; var damageBox = new CBox(EntityPosition, -6, -6, 0, 12, 12, 8, true); var hittableBox = new CBox(EntityPosition, -7, -7, 0, 14, 14, 8, true); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(BodyComponent.Index, _body); AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop)); AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 10, ShadowHeight = 6 }); } private void Update() { // start despawning if (EntityPosition.Y > _spawnPosition.Y + 128) { _liveTime -= Game1.DeltaTime; // fade out _sprite.Color = Color.White * ((float)_liveTime / 125f); if (_liveTime < 0) Map.Objects.DeleteObjects.Add(this); } // bounce in a random direction if (_body.IsGrounded) { Game1.GameManager.PlaySoundEffect("D360-32-20", true, EntityPosition.Position); _body.Velocity.Z = Game1.RandomNumber.Next(150, 250) / 100f; var length = Game1.RandomNumber.Next(75, 150) / 150f; var direction = (-100 + Game1.RandomNumber.Next(0, 200)) / 100f; _body.VelocityTarget = new Vector2(MathF.Sin(direction), MathF.Cos(direction)) * length; } } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { return Values.HitCollision.Enemy | Values.HitCollision.RepellingParticle; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { return true; } } }