using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Bosses { internal class BossFacadeHole : GameObject { private readonly Animator _animator; private readonly BoxCollisionComponent _collisionComponent; private bool _playedSoundEffect; public BossFacadeHole(Map.Map map, Vector2 position) : base(map) { Tags = Values.GameObjectTag.Hole; EntityPosition = new CPosition(position.X, position.Y - 8, 0); EntitySize = new Rectangle(-8, 0, 16, 16); var sprite = new CSprite(EntityPosition); _animator = AnimatorSaveLoad.LoadAnimator("Nightmares/facade hole"); _animator.Play("idle"); var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(0, 8)); _collisionComponent = new BoxCollisionComponent(new CBox(EntityPosition, -7, -7 + 8, 0, 14, 14, 16), Values.CollisionTypes.Hole); AddComponent(CollisionComponent.Index, _collisionComponent); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerBottom)); } private void Update() { if (!_playedSoundEffect && _animator.CurrentFrameIndex == 1) { _playedSoundEffect = true; Game1.GameManager.PlaySoundEffect("D360-64-40"); } // hole is only active while at the x frame if (_animator.CurrentFrameIndex == 2 || _animator.CurrentFrameIndex == 3) _collisionComponent.IsActive = true; else _collisionComponent.IsActive = false; // finished animation => delete the object if(!_animator.IsPlaying) Map.Objects.DeleteObjects.Add(this); } } }