mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-25 16:03:02 +00:00
99 lines
3.6 KiB
C#
99 lines
3.6 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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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.Map;
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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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class ObjMagicRodShot : GameObject
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{
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private readonly CSprite _sprite;
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private readonly CBox _damageBox;
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private const int SpawnTime = 25;
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// ~ time to move from the left side of a room to the right
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private const int DespawnTime = 500;
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private const int FadeInTime = 25;
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private const int FadeOutTime = 50;
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private float _spawnCounter;
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private bool _dead;
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public ObjMagicRodShot(Map.Map map, Vector3 position, Vector2 direction, int dir) : base(map)
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{
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EntityPosition = new CPosition(position.X, position.Y, position.Z);
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EntitySize = new Rectangle(-8, -8, 16, 16);
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_damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 8);
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_sprite = new CSprite("magicRodShot", EntityPosition)
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{
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Color = Color.Transparent
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};
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var body = new BodyComponent(EntityPosition, -2 + (dir == 1 ? 2 : (dir == 3 ? -2 : 0)), -2, 4, 4, 8)
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{
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VelocityTarget = direction,
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CollisionTypesIgnore = Values.CollisionTypes.ThrowWeaponIgnore,
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MoveCollision = OnCollision,
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IgnoreHoles = true,
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IgnoresZ = true,
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IgnoreInsideCollision = false,
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Level = MapStates.GetLevel(MapManager.ObjLink._body.CurrentFieldState)
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};
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(BodyComponent.Index, body);
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
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}
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private void Update()
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{
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_spawnCounter += Game1.DeltaTime;
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// only start showing the sprite after the spawn time
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if (_spawnCounter > SpawnTime)
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{
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if (_spawnCounter > DespawnTime)
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// fade out
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_sprite.Color = Color.White * (1 - Math.Clamp((_spawnCounter - DespawnTime) / FadeOutTime, 0, 1));
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else
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// fade in
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_sprite.Color = Color.White * Math.Clamp((_spawnCounter - SpawnTime) / FadeInTime, 0, 1);
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if (_spawnCounter > DespawnTime + FadeOutTime)
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{
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_dead = true;
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Map.Objects.DeleteObjects.Add(this);
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return;
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}
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}
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var collision = Map.Objects.Hit(this, EntityPosition.Position, _damageBox.Box, HitType.MagicRod, 2, false);
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if ((collision & (Values.HitCollision.Blocking | Values.HitCollision.Repelling | Values.HitCollision.Enemy)) != 0)
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{
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_dead = true;
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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if (_dead)
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return;
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Game1.GameManager.PlaySoundEffect("D378-18-12");
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var animation = new ObjAnimator(Map, (int)EntityPosition.X, (int)EntityPosition.Y - (int)EntityPosition.Z,
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0, 0, Values.LayerPlayer, "Particles/flame", "idle", true);
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Map.Objects.SpawnObject(animation);
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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}
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