mirror of
https://github.com/Phantop/LADXHD.git
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87 lines
3.2 KiB
C#
87 lines
3.2 KiB
C#
using Microsoft.Xna.Framework;
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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.GameObjects.Things;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyVireball : GameObject
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{
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private readonly CSprite _sprite;
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private double _liveTime = 2500;
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public EnemyVireball(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(-5, -5, 10, 10);
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var animator = AnimatorSaveLoad.LoadAnimator("Enemies/vireball");
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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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body.VelocityTarget = velocity;
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var damageCollider = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4);
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var hittableBox = new CBox(EntityPosition, -4, -4, 0, 8, 8, 8);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, 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(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
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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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}
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private void Update()
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{
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_liveTime -= Game1.DeltaTime;
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// fade out
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if (_liveTime <= 100)
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_sprite.Color = Color.White * ((float)_liveTime / 100f);
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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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OnDeath();
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return Values.HitCollision.Enemy;
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (type == PushableComponent.PushType.Impact)
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OnDeath();
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return true;
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}
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private void OnDeath()
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{
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var splashAnimator = new ObjAnimator(Map, 0, 0, 0, 0, Values.LayerTop, "Particles/spawn", "run", true);
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splashAnimator.EntityPosition.Set(EntityPosition.Position - new Vector2(8, 8));
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Map.Objects.SpawnObject(splashAnimator);
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// TODO: add sound effect
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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} |