LADXHD/InGame/GameObjects/Bosses/BossHardhitBeetleShot.cs
2023-12-14 17:21:22 -05:00

73 lines
2.8 KiB
C#

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