using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.SaveLoad; using ProjectZ.InGame.Things; namespace ProjectZ.InGame.GameObjects.NPCs { internal class ObjDancingFish : GameObject { public BodyComponent Body; public readonly Animator Animator; public ObjDancingFish(Map.Map map, Vector2 position) : base(map) { EntityPosition = new CPosition(position.X, position.Y, 0); EntitySize = new Rectangle(-12, -14, 24, 18); Animator = AnimatorSaveLoad.LoadAnimator("NPCs/dance fish"); Animator.Play("idle"); var sprite = new CSprite(EntityPosition); var animationComponent = new AnimationComponent(Animator, sprite, Vector2.Zero); Body = new BodyComponent(EntityPosition, -8, -8, 16, 8, 8) { IgnoresZ = true }; AddComponent(BodyComponent.Index, Body); AddComponent(CollisionComponent.Index, new BodyCollisionComponent(Body, Values.CollisionTypes.Normal)); AddComponent(BaseAnimationComponent.Index, animationComponent); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(DrawComponent.Index, new BodyDrawComponent(Body, sprite, Values.LayerBottom)); } private void Update() { } } }