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 EnemyPairoddProjectile : GameObject { public EnemyPairoddProjectile(Map.Map map, Vector2 position, float speed) : base(map) { Tags = Values.GameObjectTag.Damage; EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-7, -7, 14, 14); var animator = AnimatorSaveLoad.LoadAnimator("Enemies/pairodd projectile"); animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, sprite, Vector2.Zero); var body = new BodyComponent(EntityPosition, -2, -2, 4, 4, 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 damageCollider = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4); AddComponent(PushableComponent.Index, new PushableComponent(body.BodyBox, OnPush)); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamagedPlayer = DamagedPlayer }); AddComponent(BodyComponent.Index, body); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer)); } private void DamagedPlayer() { Despawn(); } private bool OnPush(Vector2 direction, PushableComponent.PushType pushType) { Despawn(); return true; } private void OnCollision(Values.BodyCollision collision) { Despawn(); } private void Despawn() { // spawn despawn effect var animation = new ObjAnimator(Map, (int)EntityPosition.X, (int)EntityPosition.Y, Values.LayerTop, "Particles/swordPoke", "run", true); Map.Objects.SpawnObject(animation); Map.Objects.DeleteObjects.Add(this); } } }