using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Things; using ProjectZ.InGame.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyFireball : GameObject { private readonly CSprite _sprite; private readonly BodyComponent _body; private readonly Rectangle _fieldRectangle; private double _liveTime = 2250; public EnemyFireball(Map.Map map, int posX, int posY, float speed, bool hittable = true) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX, posY, 0); EntitySize = new Rectangle(-5, -5, 10, 10); var animator = AnimatorSaveLoad.LoadAnimator("Enemies/fireball"); animator.Play("idle"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(-5, -5)); _body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8) { IgnoresZ = true, IgnoreHoles = true, CollisionTypes = Values.CollisionTypes.None }; _fieldRectangle = Map.GetField(posX, posY); var playerDirection = new Vector2(MapManager.ObjLink.EntityPosition.X, MapManager.ObjLink.EntityPosition.Y - 4) - EntityPosition.Position; if (playerDirection != Vector2.Zero) playerDirection.Normalize(); _body.VelocityTarget = playerDirection * speed; var damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4); var hittableBox = new CBox(EntityPosition, -4, -4, 0, 8, 8, 8); AddComponent(BodyComponent.Index, _body); if (hittable) { AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); } AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop)); } public void SetVelocity(Vector2 velocity) { _body.VelocityTarget = velocity; } private void Update() { _liveTime -= Game1.DeltaTime; if (_liveTime <= 125) _sprite.Color = Color.White * ((float)_liveTime / 125f); // start despawning if we get outside of the current room else if (!_fieldRectangle.Contains(EntityPosition.Position)) _liveTime = 125; if (_liveTime < 0) Map.Objects.DeleteObjects.Add(this); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { if ((type & HitType.Sword) == 0) return Values.HitCollision.None; Game1.GameManager.PlaySoundEffect("D360-03-03"); OnDeath(); return Values.HitCollision.Enemy; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) OnDeath(); return true; } private void OnDeath() { var splashAnimator = new ObjAnimator(Map, 0, 0, 0, 0, Values.LayerTop, "Particles/spawn", "run", true); splashAnimator.EntityPosition.Set(EntityPosition.Position - new Vector2(8, 8)); Map.Objects.SpawnObject(splashAnimator); // TODO: add sound effect Map.Objects.DeleteObjects.Add(this); } } }