using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.MidBoss { class MBossBuzz : GameObject { private readonly CSprite _sprite; private float _liveCounter = 2000; public MBossBuzz(Map.Map map, Vector2 position, Vector2 velocity, string spriteId, float spriteRotation) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-8, -8, 16, 16); _sprite = new CSprite(spriteId, EntityPosition, Vector2.Zero); var objWidth = _sprite.SourceRectangle.Width * _sprite.Scale; var objHeight = _sprite.SourceRectangle.Height * _sprite.Scale; _sprite.Center = new Vector2(objWidth / 2, objHeight / 2); _sprite.Rotation = spriteRotation; var body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8) { IgnoresZ = true, IgnoreHoles = true, CollisionTypes = Values.CollisionTypes.None }; body.VelocityTarget = velocity; var damageCollider = new CBox(EntityPosition, -5, -5, 10, 10, 8); var hittableBox = new CBox(EntityPosition, -5, -5, 10, 10, 8); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2)); AddComponent(BodyComponent.Index, body); //AddComponent(PushableComponent.Index, new PushableComponent(body.BodyBox, OnPush)); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop)); } private void Update() { // blink 8 frame interval _sprite.SpriteShader = (Game1.TotalGameTime % (8 / 60f * 1000) < 4 / 60f * 1000) ? Resources.DamageSpriteShader0 : null; // fade out/ delete object _liveCounter -= Game1.DeltaTime; if (_liveCounter < 100) _sprite.Color = Color.White * (_liveCounter / 100); if (_liveCounter <= 0) Map.Objects.DeleteObjects.Add(this); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { return Values.HitCollision.RepellingParticle; } } }