using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.Map; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Things { class ObjSwordShot : GameObject { private readonly CSprite _sprite; private readonly BodyComponent _body; private readonly CBox _damageBox; private readonly Vector2 _spawnPosition; private float _spawnCounter; private const int SpawnTime = 10; // ~ time to move from the left side of a room to the right private const int DespawnTime = 500; private const int FadeInTime = 15; private const int FadeOutTime = 25; private const float MoveSpeed = 4; public ObjSwordShot(Map.Map map, Vector3 position, int direction) : base(map) { EntityPosition = new CPosition(position); EntitySize = new Rectangle(-8, -8, 16, 16); _spawnPosition = new Vector2(position.X, position.Y); _damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 8); _sprite = new CSprite("swordShot", EntityPosition) { Color = Color.Transparent, Rotation = (direction - 1) * MathF.PI * 0.5f, DrawOffset = -AnimationHelper.DirectionOffset[direction] * 4 }; // offset the body to not collide with the wall if the player is standing next to one var directionOffset = AnimationHelper.DirectionOffset[(direction + 1) % 4]; _body = new BodyComponent(EntityPosition, -1 + (int)directionOffset.X * 2, -1 + (int)directionOffset.Y * 2, 2, 2, 8) { VelocityTarget = AnimationHelper.DirectionOffset[direction] * MoveSpeed, MoveCollision = OnCollision, IgnoreHoles = true, IgnoresZ = true, IgnoreInsideCollision = false, Level = MapStates.GetLevel(MapManager.ObjLink._body.CurrentFieldState) }; AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(BodyComponent.Index, _body); AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerPlayer, EntityPosition)); } public override void Init() { Game1.GameManager.PlaySoundEffect("D360-59-3B"); } public void Update() { _spawnCounter += Game1.DeltaTime; // only start showing the sprite after the spawn time if (_spawnCounter > SpawnTime) { if (_spawnCounter > DespawnTime) // fade out _sprite.Color = Color.White * (1 - Math.Clamp((_spawnCounter - DespawnTime) / FadeOutTime, 0, 1)); else // fade in _sprite.Color = Color.White * Math.Clamp((_spawnCounter - SpawnTime) / FadeInTime, 0, 1); if (_spawnCounter > DespawnTime + FadeOutTime) { Map.Objects.DeleteObjects.Add(this); return; } } var collision = Map.Objects.Hit(this, EntityPosition.Position, _damageBox.Box, HitType.SwordShot, 2, false); if ((collision & (Values.HitCollision.Blocking | Values.HitCollision.Enemy)) != 0) Map.Objects.DeleteObjects.Add(this); } private void Draw(SpriteBatch spriteBatch) { // draw the trail var spawnDistance = (new Vector2(EntityPosition.X, EntityPosition.Y) - _spawnPosition).Length(); var trailCount = 3; var distMult = 1.5f; for (int i = 0; i < trailCount; i++) { var drawPosition = new Vector2(EntityPosition.X, EntityPosition.Y) + _sprite.DrawOffset - new Vector2(_body.VelocityTarget.X, _body.VelocityTarget.Y) * (trailCount - i) * distMult; // make sure to not show the tail behind the actual spawn position if (spawnDistance > ((trailCount - i) * MoveSpeed * distMult)) spriteBatch.Draw(_sprite.SprTexture, drawPosition, _sprite.SourceRectangle, _sprite.Color * (0.20f + 0.30f * ((i + 1) / (float)trailCount)), _sprite.Rotation, _sprite.Center * _sprite.Scale, new Vector2(_sprite.Scale), SpriteEffects.None, 0); } // draw the actual sprite _sprite.Draw(spriteBatch); } private void OnCollision(Values.BodyCollision collision) { var animation = new ObjAnimator(Map, (int)EntityPosition.X, (int)EntityPosition.Y - (int)EntityPosition.Z, 0, 0, Values.LayerTop, "Particles/swordShotDespawn", "run", true); Map.Objects.SpawnObject(animation); Map.Objects.DeleteObjects.Add(this); } } }