mirror of
https://github.com/Phantop/LADXHD.git
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121 lines
5.1 KiB
C#
121 lines
5.1 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.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 ObjSwordShot : GameObject
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{
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private readonly CSprite _sprite;
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private readonly BodyComponent _body;
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private readonly CBox _damageBox;
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private readonly Vector2 _spawnPosition;
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private float _spawnCounter;
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private const int SpawnTime = 10;
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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 = 15;
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private const int FadeOutTime = 25;
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private const float MoveSpeed = 4;
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public ObjSwordShot(Map.Map map, Vector3 position, int direction) : base(map)
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{
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EntityPosition = new CPosition(position);
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EntitySize = new Rectangle(-8, -8, 16, 16);
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_spawnPosition = new Vector2(position.X, position.Y);
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_damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 8);
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_sprite = new CSprite("swordShot", EntityPosition)
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{
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Color = Color.Transparent,
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Rotation = (direction - 1) * MathF.PI * 0.5f,
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DrawOffset = -AnimationHelper.DirectionOffset[direction] * 4
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};
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// offset the body to not collide with the wall if the player is standing next to one
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var directionOffset = AnimationHelper.DirectionOffset[(direction + 1) % 4];
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_body = new BodyComponent(EntityPosition, -1 + (int)directionOffset.X * 2, -1 + (int)directionOffset.Y * 2, 2, 2, 8)
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{
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VelocityTarget = AnimationHelper.DirectionOffset[direction] * MoveSpeed,
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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 DrawComponent(Draw, Values.LayerPlayer, EntityPosition));
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}
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public override void Init()
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{
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Game1.GameManager.PlaySoundEffect("D360-59-3B");
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}
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public 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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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.SwordShot, 2, false);
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if ((collision & (Values.HitCollision.Blocking | Values.HitCollision.Enemy)) != 0)
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Map.Objects.DeleteObjects.Add(this);
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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// draw the trail
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var spawnDistance = (new Vector2(EntityPosition.X, EntityPosition.Y) - _spawnPosition).Length();
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var trailCount = 3;
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var distMult = 1.5f;
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for (int i = 0; i < trailCount; i++)
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{
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var drawPosition = new Vector2(EntityPosition.X, EntityPosition.Y) + _sprite.DrawOffset - new Vector2(_body.VelocityTarget.X, _body.VelocityTarget.Y) * (trailCount - i) * distMult;
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// make sure to not show the tail behind the actual spawn position
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if (spawnDistance > ((trailCount - i) * MoveSpeed * distMult))
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spriteBatch.Draw(_sprite.SprTexture, drawPosition, _sprite.SourceRectangle, _sprite.Color * (0.20f + 0.30f * ((i + 1) / (float)trailCount)),
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_sprite.Rotation, _sprite.Center * _sprite.Scale, new Vector2(_sprite.Scale), SpriteEffects.None, 0);
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}
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// draw the actual sprite
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_sprite.Draw(spriteBatch);
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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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.LayerTop, "Particles/swordShotDespawn", "run", 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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