mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
60 lines
2.5 KiB
C#
60 lines
2.5 KiB
C#
using System;
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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.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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internal class ObjFog : GameObject
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{
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private Vector2 _offset0;
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private Vector2 _offset1;
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private readonly Vector2 _position;
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private readonly float _scale;
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private readonly float _transparency;
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private readonly int _timeOffset;
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public ObjFog(Map.Map map, int posX, int posY, float scale, float transparency) : base(map)
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{
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SprEditorImage = Resources.SprItem;
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EditorIconSource = new Rectangle(64, 168, 16, 16);
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var height = (int)(Resources.SprFog.Height * scale);
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EntityPosition = new CPosition(posX, posY + height, 0);
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EntitySize = new Rectangle(0, -height, (int)(Resources.SprFog.Width * scale), height);
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_position = new Vector2(posX, posY);
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_scale = scale;
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_transparency = transparency;
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_timeOffset = Game1.RandomNumber.Next(0, 5000);
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerTop, EntityPosition));
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}
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private void Update()
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{
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_offset0 = new Vector2(MathF.Sin((float)((Game1.TotalGameTime + _timeOffset) / 2000)) * 16, MathF.Sin((float)((Game1.TotalGameTime + _timeOffset) / 6000)) * 2);
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_offset1 = new Vector2(MathF.Sin((float)((Game1.TotalGameTime + _timeOffset) / 3250)) * 16, MathF.Sin((float)((Game1.TotalGameTime + _timeOffset) / 7500)) * 2);
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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// the fog would break the shock effect
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if (Game1.GameManager.UseShockEffect)
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return;
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var sourceRectangle = new Rectangle(0, 0, Resources.SprFog.Width, Resources.SprFog.Height);
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spriteBatch.Draw(Resources.SprFog, _position + _offset0, sourceRectangle, Color.White * _transparency, 0, Vector2.Zero, _scale, SpriteEffects.None, 0);
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spriteBatch.Draw(Resources.SprFog, _position + _offset1, sourceRectangle, Color.White * _transparency, 0, Vector2.Zero, _scale, SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically, 0);
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}
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}
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} |