using Microsoft.Xna.Framework; using ProjectZ.InGame.GameObjects.Base; using ProjectZ.InGame.GameObjects.Base.CObjects; using ProjectZ.InGame.GameObjects.Base.Components; using ProjectZ.InGame.Things; using System; namespace ProjectZ.InGame.GameObjects.Dungeon { internal class ObjWaterCurrentTester : GameObject { private BodyComponent _body; private double _spawnTime; public ObjWaterCurrentTester(Map.Map map, int posX, int posY) : base(map) { EntityPosition = new CPosition(posX, posY, 0); EntitySize = new Rectangle(-2, -2, 4, 4); // this is the same size as the player so that it can not get thrown into the wall _body = new BodyComponent(EntityPosition, -2, -2, 4, 4, 14) { CollisionTypes = Values.CollisionTypes.Normal | Values.CollisionTypes.NPCWall, IgnoreHoles = true, DragAir = 1.0f, Drag = 1.0f, Bounciness = 1.0f, //MoveCollision = OnMoveCollision }; _spawnTime = Game1.TotalGameTime; //var speed = 2.5f; //var direction = Game1.RandomNumber.Next(0, 1000) / 10f; //_body.VelocityTarget.X = MathF.Sin(direction) * speed; //_body.VelocityTarget.Y = MathF.Cos(direction) * speed; var cSprite = new CSprite("teleporter_outer", EntityPosition, new Vector2(-2, -2)); AddComponent(BodyComponent.Index, _body); AddComponent(UpdateComponent.Index, new UpdateComponent(Update)); AddComponent(DrawComponent.Index, new DrawCSpriteComponent(cSprite, Values.LayerPlayer)); } private void Update() { if (_spawnTime + 1000 < Game1.TotalGameTime) { Map.Objects.DeleteObjects.Add(this); } } //private void OnMoveCollision(Values.BodyCollision collision) //{ // if ((collision & Values.BodyCollision.Horizontal) != 0) // _body.VelocityTarget.X = -_body.VelocityTarget.X; // if ((collision & Values.BodyCollision.Vertical) != 0) // _body.VelocityTarget.Y = -_body.VelocityTarget.Y; //} } }