mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-22 14:32:46 +00:00
85 lines
3.4 KiB
C#
85 lines
3.4 KiB
C#
using System;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using ProjectZ.InGame.GameObjects.Base;
|
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.MidBoss
|
|
{
|
|
class MBossStoneHinoxStone : GameObject
|
|
{
|
|
private readonly BodyComponent _body;
|
|
private readonly CSprite _sprite;
|
|
|
|
private readonly int _centerX;
|
|
private readonly int _spawnY;
|
|
|
|
private int _collisionCount;
|
|
|
|
public MBossStoneHinoxStone(Map.Map map, Vector3 position, Vector3 direction, int centerX) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(position.X, position.Y, position.Z);
|
|
EntitySize = new Rectangle(-8, -32, 16, 32);
|
|
|
|
_centerX = centerX;
|
|
_spawnY = (int)EntityPosition.Position.Y;
|
|
_sprite = new CSprite("hinox stone", EntityPosition, new Vector2(-8, -16));
|
|
|
|
_body = new BodyComponent(EntityPosition, -6, -12, 12, 12, 8)
|
|
{
|
|
MoveCollision = MoveCollision,
|
|
CollisionTypes = Values.CollisionTypes.None,
|
|
Gravity = -0.1f,
|
|
DragAir = 1.0f,
|
|
Bounciness = 0.85f
|
|
};
|
|
_body.Velocity = direction;
|
|
|
|
// random start sprite effect
|
|
_sprite.SpriteEffect = (SpriteEffects)Game1.RandomNumber.Next(0, 4);
|
|
|
|
var hitBox = new CBox(EntityPosition, -7, -14, 0, 14, 14, 8, true);
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(hitBox, HitType.Enemy, 2));
|
|
AddComponent(HittableComponent.Index, new HittableComponent(hitBox, OnHit));
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
|
|
|
|
var shadow = new DrawShadowSpriteComponent(Resources.SprShadow, EntityPosition, new Rectangle(0, 0, 65, 66), new Vector2(-6, -6), 12, 6);
|
|
AddComponent(DrawShadowComponent.Index, shadow);
|
|
}
|
|
|
|
private void MoveCollision(Values.BodyCollision collisionType)
|
|
{
|
|
_collisionCount++;
|
|
|
|
if ((collisionType & Values.BodyCollision.Floor) != 0)
|
|
Game1.GameManager.PlaySoundEffect("D360-32-20");
|
|
|
|
if (_collisionCount > 3 || EntityPosition.Y > _spawnY + Values.FieldHeight - 32)
|
|
{
|
|
Map.Objects.DeleteObjects.Add(this);
|
|
return;
|
|
}
|
|
|
|
// set a new random direction
|
|
_body.Velocity.X = -1 + Game1.RandomNumber.Next(0, 100) / 50f;
|
|
// make sure that we do not get to far away from the center of the room
|
|
if (MathF.Abs(EntityPosition.X - _centerX) > 64)
|
|
_body.Velocity.X = MathF.Sign(_centerX - EntityPosition.X);
|
|
|
|
_body.Velocity.Z = Game1.RandomNumber.Next(75, 125) / 50f;
|
|
|
|
// flip the sprite
|
|
_sprite.SpriteEffect ^= SpriteEffects.FlipHorizontally;
|
|
}
|
|
|
|
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
|
|
{
|
|
return Values.HitCollision.RepellingParticle;
|
|
}
|
|
}
|
|
} |