using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; 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 ProjectZ.InGame.Map; using ProjectZ.InGame.GameObjects.Base.Components.AI; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyFlameFountainFireball : GameObject { private readonly DamageFieldComponent _damageComponent; private readonly CSprite _sprite; private const int LiveTime = 800; private double _liveCounter = LiveTime; public EnemyFlameFountainFireball(Map.Map map, Vector2 position, Vector2 velocity) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-8, -8, 16, 18); var animator = AnimatorSaveLoad.LoadAnimator("Enemies/flame fountain fireball"); animator.Play("idle"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero); var body = new BodyComponent(EntityPosition, -4, -6, 8, 8, 8) { IgnoresZ = true, IgnoreHoles = true, CollisionTypes = Values.CollisionTypes.None }; body.VelocityTarget = velocity; var damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 16); var pushBox = new CBox(EntityPosition, -3, -3, 0, 6, 12, 8); AddComponent(DamageFieldComponent.Index, _damageComponent = new DamageFieldComponent(damageBox, HitType.Enemy, 10) { OnDamage = HitPlayer }); AddComponent(BodyComponent.Index, body); AddComponent(PushableComponent.Index, new PushableComponent(pushBox, OnPush)); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer)); AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight)); Game1.GameManager.PlaySoundEffect("D378-18-12", true, position); } private bool HitPlayer() { // cooldown is lower so that the player will not get through the flamse return MapManager.ObjLink.HitPlayer(new Vector2(0, 2), HitType.Enemy, _damageComponent.Strength, true, ObjLink.CooldownTime / 2); } private void Update() { // blink _sprite.SpriteShader = (Game1.TotalGameTime % (AiDamageState.BlinkTime * 2) < AiDamageState.BlinkTime) ? Resources.DamageSpriteShader0 : null; _liveCounter -= Game1.DeltaTime; // fade out if (_liveCounter <= 75) { if (_sprite.Color == Color.White) { ((PushableComponent)Components[PushableComponent.Index]).IsActive = false; ((DamageFieldComponent)Components[DamageFieldComponent.Index]).IsActive = false; } _sprite.Color = Color.White * ((float)_liveCounter / 75); } if (_liveCounter < 0) Map.Objects.DeleteObjects.Add(this); } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { // check if the player has the better shield and is facing up if (Game1.GameManager.ShieldLevel == 2 && MapManager.ObjLink.Direction == 1 && type == PushableComponent.PushType.Impact) { var distanceMultiplier = (float)(_liveCounter / LiveTime); // push the player back MapManager.ObjLink._body.Velocity += new Vector3(0, 1, 0) * (0.4f + distanceMultiplier * 0.15f); SpawnFlames(); return false; } return true; } private void SpawnFlames() { ((PushableComponent)Components[PushableComponent.Index]).IsActive = false; if (_liveCounter > 75) _liveCounter = 75; _damageComponent.IsActive = false; var flameLeft = new EnemyFlameFountainFireballRepelled(Map, new Vector2(EntityPosition.X - 3, EntityPosition.Y - 7), new Vector2(-1, 1) * 0.75f); Map.Objects.SpawnObject(flameLeft); var flameRight = new EnemyFlameFountainFireballRepelled(Map, new Vector2(EntityPosition.X + 3, EntityPosition.Y - 7), new Vector2(1, 1) * 0.75f); Map.Objects.SpawnObject(flameRight); } private void DrawLight(SpriteBatch spriteBatch) { DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 16, (int)EntityPosition.Y - 16, 32, 32), new Color(255, 200, 200) * 0.35f * (_sprite.Color.A / 255f)); } } }