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.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class BossEvilEagleFeather : GameObject { private readonly DamageFieldComponent _damageFieldComponent; private readonly BodyComponent _body; private readonly CSprite _sprite; private double _liveTime = 750; private bool _reflected; public BossEvilEagleFeather(Map.Map map, Vector2 position, Vector2 velocity) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-5, -5, 10, 10); _sprite = new CSprite("eagle feather", EntityPosition, Vector2.Zero); _sprite.Center = new Vector2(12, 4); if (velocity.X > 0) { _sprite.Center = new Vector2(3, 4); _sprite.SpriteEffect = SpriteEffects.FlipHorizontally; } _body = new BodyComponent(EntityPosition, -3, -3, 6, 6, 8) { IgnoresZ = true, IgnoreHoles = true, CollisionTypes = Values.CollisionTypes.None }; _body.VelocityTarget = velocity; var damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 8); var pushBox = new CBox(EntityPosition, -4, -3, 0, 8, 6, 8); var hittableBox = new CBox(EntityPosition, -6, -3, 0, 12, 6, 8); AddComponent(BodyComponent.Index, _body); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(DamageFieldComponent.Index, _damageFieldComponent = new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(PushableComponent.Index, new PushableComponent(pushBox, OnPush) { RepelMultiplier = 0.075f }); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerBottom)); } private void Update() { _liveTime -= Game1.DeltaTime; if (_liveTime <= 75) _sprite.Color = Color.White * ((float)_liveTime / 75f); if (_liveTime < 0) Map.Objects.DeleteObjects.Add(this); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { Reflect(); return Values.HitCollision.Enemy; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) { Reflect(); return true; } return false; } private void Reflect() { if (_reflected) return; Game1.GameManager.PlaySoundEffect("D360-22-16"); _reflected = true; _damageFieldComponent.IsActive = false; _body.VelocityTarget.Y = -_body.VelocityTarget.Y; _sprite.SpriteEffect |= SpriteEffects.FlipVertically; } } }