mirror of
https://github.com/Phantop/LADXHD.git
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123 lines
5.1 KiB
C#
123 lines
5.1 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyFlameFountainFireball : GameObject
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{
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private readonly DamageFieldComponent _damageComponent;
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private readonly CSprite _sprite;
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private const int LiveTime = 800;
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private double _liveCounter = LiveTime;
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public EnemyFlameFountainFireball(Map.Map map, Vector2 position, Vector2 velocity) : 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, 18);
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var animator = AnimatorSaveLoad.LoadAnimator("Enemies/flame fountain fireball");
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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, -4, -6, 8, 8, 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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body.VelocityTarget = velocity;
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var damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 16);
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var pushBox = new CBox(EntityPosition, -3, -3, 0, 6, 12, 8);
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AddComponent(DamageFieldComponent.Index, _damageComponent = new DamageFieldComponent(damageBox, HitType.Enemy, 10) { OnDamage = HitPlayer });
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AddComponent(BodyComponent.Index, body);
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AddComponent(PushableComponent.Index, new PushableComponent(pushBox, 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.LayerPlayer));
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AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
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Game1.GameManager.PlaySoundEffect("D378-18-12", true, position);
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}
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private bool HitPlayer()
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{
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// cooldown is lower so that the player will not get through the flamse
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return MapManager.ObjLink.HitPlayer(new Vector2(0, 2), HitType.Enemy, _damageComponent.Strength, true, ObjLink.CooldownTime / 2);
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}
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private void Update()
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{
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// blink
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_sprite.SpriteShader = (Game1.TotalGameTime % (AiDamageState.BlinkTime * 2) < AiDamageState.BlinkTime) ? Resources.DamageSpriteShader0 : null;
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_liveCounter -= Game1.DeltaTime;
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// fade out
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if (_liveCounter <= 75)
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{
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if (_sprite.Color == Color.White)
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{
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((PushableComponent)Components[PushableComponent.Index]).IsActive = false;
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((DamageFieldComponent)Components[DamageFieldComponent.Index]).IsActive = false;
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}
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_sprite.Color = Color.White * ((float)_liveCounter / 75);
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}
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if (_liveCounter < 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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// check if the player has the better shield and is facing up
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if (Game1.GameManager.ShieldLevel == 2 && MapManager.ObjLink.Direction == 1 && type == PushableComponent.PushType.Impact)
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{
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var distanceMultiplier = (float)(_liveCounter / LiveTime);
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// push the player back
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MapManager.ObjLink._body.Velocity += new Vector3(0, 1, 0) * (0.4f + distanceMultiplier * 0.15f);
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SpawnFlames();
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return false;
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}
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return true;
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}
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private void SpawnFlames()
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{
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((PushableComponent)Components[PushableComponent.Index]).IsActive = false;
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if (_liveCounter > 75)
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_liveCounter = 75;
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_damageComponent.IsActive = false;
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var flameLeft = new EnemyFlameFountainFireballRepelled(Map, new Vector2(EntityPosition.X - 3, EntityPosition.Y - 7), new Vector2(-1, 1) * 0.75f);
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Map.Objects.SpawnObject(flameLeft);
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var flameRight = new EnemyFlameFountainFireballRepelled(Map, new Vector2(EntityPosition.X + 3, EntityPosition.Y - 7), new Vector2(1, 1) * 0.75f);
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Map.Objects.SpawnObject(flameRight);
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}
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private void DrawLight(SpriteBatch spriteBatch)
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{
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DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 16, (int)EntityPosition.Y - 16, 32, 32),
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new Color(255, 200, 200) * 0.35f * (_sprite.Color.A / 255f));
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}
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}
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} |