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.SaveLoad; using ProjectZ.InGame.Things; using ProjectZ.InGame.GameObjects.Base.Components.AI; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyFlameFountainFireballRepelled : GameObject { private readonly CSprite _sprite; private double _liveTime = 650; public EnemyFlameFountainFireballRepelled(Map.Map map, Vector2 position, Vector2 velocity) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-8, 0, 16, 16); var animator = AnimatorSaveLoad.LoadAnimator("Enemies/flame fountain fireball"); animator.Play(velocity.X < 0 ? "left" : "right"); _sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(0, 8)); var body = new BodyComponent(EntityPosition, -5, 3, 10, 10, 8) { IgnoresZ = true, IgnoreHoles = true, CollisionTypes = Values.CollisionTypes.None, VelocityTarget = velocity }; AddComponent(BodyComponent.Index, body); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer)); AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight)); } private void Update() { // blink _sprite.SpriteShader = (Game1.TotalGameTime % (AiDamageState.BlinkTime * 2) < AiDamageState.BlinkTime) ? Resources.DamageSpriteShader0 : null; _liveTime -= Game1.DeltaTime; if (_liveTime <= 75) _sprite.Color = Color.White * ((float)_liveTime / 75); if (_liveTime < 0) Map.Objects.DeleteObjects.Add(this); } private void DrawLight(SpriteBatch spriteBatch) { DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 16, (int)EntityPosition.Y - 8, 32, 32), new Color(255, 200, 200) * 0.35f * (_sprite.Color.A / 255f)); } } }