LADXHD/InGame/GameObjects/Bosses/BossFacadeHole.cs
2023-12-14 17:21:22 -05:00

57 lines
2.2 KiB
C#

using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.CObjects;
using ProjectZ.InGame.GameObjects.Base.Components;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Bosses
{
internal class BossFacadeHole : GameObject
{
private readonly Animator _animator;
private readonly BoxCollisionComponent _collisionComponent;
private bool _playedSoundEffect;
public BossFacadeHole(Map.Map map, Vector2 position) : base(map)
{
Tags = Values.GameObjectTag.Hole;
EntityPosition = new CPosition(position.X, position.Y - 8, 0);
EntitySize = new Rectangle(-8, 0, 16, 16);
var sprite = new CSprite(EntityPosition);
_animator = AnimatorSaveLoad.LoadAnimator("Nightmares/facade hole");
_animator.Play("idle");
var animationComponent = new AnimationComponent(_animator, sprite, new Vector2(0, 8));
_collisionComponent = new BoxCollisionComponent(new CBox(EntityPosition, -7, -7 + 8, 0, 14, 14, 16), Values.CollisionTypes.Hole);
AddComponent(CollisionComponent.Index, _collisionComponent);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerBottom));
}
private void Update()
{
if (!_playedSoundEffect && _animator.CurrentFrameIndex == 1)
{
_playedSoundEffect = true;
Game1.GameManager.PlaySoundEffect("D360-64-40");
}
// hole is only active while at the x frame
if (_animator.CurrentFrameIndex == 2 || _animator.CurrentFrameIndex == 3)
_collisionComponent.IsActive = true;
else
_collisionComponent.IsActive = false;
// finished animation => delete the object
if(!_animator.IsPlaying)
Map.Objects.DeleteObjects.Add(this);
}
}
}