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.Map; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyBone : GameObject { private readonly CSprite _sprite; private double _liveTime = 1250; public EnemyBone(Map.Map map, int posX, int posY, float speed) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX, posY, 0); EntitySize = new Rectangle(-5, -5, 10, 10); var animator = AnimatorSaveLoad.LoadAnimator("Enemies/bone"); animator.Play("idle"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(-5, -5)); var body = new BodyComponent(EntityPosition, -3, -3, 6, 6, 8) { IgnoresZ = true, IgnoreHoles = true, CollisionTypes = Values.CollisionTypes.Normal, MoveCollision = OnCollision }; var velocity = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position; if (velocity != Vector2.Zero) velocity.Normalize(); body.VelocityTarget = velocity * speed; var damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4); var hittableBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 8); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(BodyComponent.Index, body); AddComponent(PushableComponent.Index, new PushableComponent(body.BodyBox, OnPush)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit)); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop)); } private void OnCollision(Values.BodyCollision collision) { Despawn(); } private void Update() { _liveTime -= Game1.DeltaTime; if (_liveTime <= 125) _sprite.Color = Color.White * ((float)_liveTime / 125f); if (_liveTime < 0) Map.Objects.DeleteObjects.Add(this); } private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower) { Despawn(); return Values.HitCollision.Repelling; } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) Despawn(); return true; } private void Despawn() { Map.Objects.DeleteObjects.Add(this); Map.Objects.SpawnObject(new ObjAnimator(Map, (int)EntityPosition.X, (int)EntityPosition.Y, Values.LayerTop, "Particles/despawn", "run", true)); } } }