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.Base.Components.AI; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.Enemies { internal class EnemyStar : GameObject { private readonly BodyComponent _body; public EnemyStar() : base("star") { } public EnemyStar(Map.Map map, int posX, int posY) : base(map) { Tags = Values.GameObjectTag.Enemy; EntityPosition = new CPosition(posX + 8, posY + 16, 0); EntitySize = new Rectangle(-8, -16, 16, 16); var animator = AnimatorSaveLoad.LoadAnimator("Enemies/star"); animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(animator, sprite, Vector2.Zero); _body = new BodyComponent(EntityPosition, -6, -11, 12, 10, 8) { FieldRectangle = map.GetField(posX, posY), MoveCollision = OnCollision, CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.Hole | Values.CollisionTypes.NPCWall }; _body.VelocityTarget = new Vector2(-1, 1) * (3 / 4.0f); var aiComponent = new AiComponent(); aiComponent.States.Add("idle", new AiState()); var damageState = new AiDamageState(this, _body, aiComponent, sprite, 1, false) { OnBurn = () => animator.Pause() }; aiComponent.ChangeState("idle"); var damageBox = new CBox(EntityPosition, -7, -14, 0, 14, 13, 4); var hittableBox = new CBox(EntityPosition, -7, -14, 0, 14, 13, 8); var pushableBox = new CBox(EntityPosition, -6, -13, 0, 12, 12, 8); AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush)); AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit)); AddComponent(AiComponent.Index, aiComponent); AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2)); AddComponent(BodyComponent.Index, _body); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer)); AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite)); } private bool OnPush(Vector2 direction, PushableComponent.PushType type) { if (type == PushableComponent.PushType.Impact) { _body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, _body.Velocity.Z); var dir = AnimationHelper.GetDirection(direction); if (dir % 2 == 0) _body.VelocityTarget.X = -_body.VelocityTarget.X; else _body.VelocityTarget.Y = -_body.VelocityTarget.Y; } return true; } private void OnCollision(Values.BodyCollision collider) { if ((collider & Values.BodyCollision.Horizontal) != 0) _body.VelocityTarget.X = -_body.VelocityTarget.X; if ((collider & Values.BodyCollision.Vertical) != 0) _body.VelocityTarget.Y = -_body.VelocityTarget.Y; } } }