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https://github.com/Phantop/LADXHD.git
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73 lines
2.8 KiB
C#
73 lines
2.8 KiB
C#
using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Bosses
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{
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internal class BossHardhitBeetleShot : GameObject
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{
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private readonly CSprite _sprite;
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private double _liveTime = 2000;
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public BossHardhitBeetleShot(Map.Map map, Vector2 position, float speed) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(position.X, position.Y, 0);
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EntitySize = new Rectangle(-8, -8, 16, 16);
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var animator = AnimatorSaveLoad.LoadAnimator("Nightmares/hardhit beetle shot");
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animator.Play("idle");
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_sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero);
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var body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8)
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{
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IgnoresZ = true,
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IgnoreHoles = true,
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CollisionTypes = Values.CollisionTypes.None
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};
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// move towards the player
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var velocity = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (velocity != Vector2.Zero)
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velocity.Normalize();
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body.VelocityTarget = velocity * speed;
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var hittableBox = new CBox(EntityPosition, -6, -6, 0, 12, 12, 8);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(hittableBox, HitType.Enemy, 2));
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AddComponent(BodyComponent.Index, body);
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AddComponent(PushableComponent.Index, new PushableComponent(body.BodyBox, OnPush));
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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}
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private void Update()
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{
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_liveTime -= Game1.DeltaTime;
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if (_liveTime <= 125)
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_sprite.Color = Color.White * ((float)_liveTime / 125f);
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if (_liveTime < 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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return Values.HitCollision.RepellingParticle;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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return true;
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}
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}
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} |