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.Things; using static ProjectZ.InGame.GameObjects.Base.Components.PushableComponent; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyBeamosProjectile : GameObject { private readonly DamageFieldComponent _damageField; private readonly BodyComponent _body; private bool _isFirstProjectile; public EnemyBeamosProjectile(Map.Map map, Vector2 position, Vector2 velocityTarget, bool isFirstProjectile) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-3, -3, 6, 6); _isFirstProjectile = isFirstProjectile; var sprite = new CSprite("beamos projectile", EntityPosition, new Vector2(-2, -2)); _body = new BodyComponent(EntityPosition, -1, -1, 2, 2, 8) { IgnoresZ = true, IgnoreHoles = true, // can go over some colliders Level = 1, // the reason for the simple movement is to not align the body // with the colliding object and spawn the particle at an offset position SimpleMovement = true, VelocityTarget = velocityTarget, MoveCollision = OnCollision, CollisionTypes = Values.CollisionTypes.Normal }; var damageCollider = new CBox(EntityPosition, -2, -2, 0, 4, 4, 4); _damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4) { OnDamage = OnDamage }; AddComponent(PushableComponent.Index, new PushableComponent(damageCollider, OnPush)); AddComponent(DamageFieldComponent.Index, _damageField); AddComponent(BodyComponent.Index, _body); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer)); } private bool OnPush(Vector2 direction, PushType pushType) { if (pushType == PushType.Impact) DeleteProjectile(); return false; } private bool OnDamage() { DeleteProjectile(); return _damageField.DamagePlayer(); } private void OnCollision(Values.BodyCollision collision) { DeleteProjectile(); } private void DeleteProjectile() { Map.Objects.DeleteObjects.Add(this); if (_isFirstProjectile) { // spawn particle var animation = new ObjAnimator(Map, 0, 0, Values.LayerTop, "Particles/despawnParticle", "idle", true); animation.EntityPosition.Set(EntityPosition.Position + _body.VelocityTarget * Game1.TimeMultiplier); Map.Objects.SpawnObject(animation); } } } }