mirror of
https://github.com/Phantop/LADXHD.git
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145 lines
5.4 KiB
C#
145 lines
5.4 KiB
C#
using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.Map;
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using ProjectZ.Base;
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namespace ProjectZ.InGame.GameObjects.Bosses
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{
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class BossFinalBossWeapon : GameObject
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{
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private readonly BossFinalBoss _owner;
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private readonly BodyComponent _body;
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private readonly AiComponent _aiComponent;
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private readonly Animator _animator;
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private readonly CSprite _sprite;
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private float _soundCounter;
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public BossFinalBossWeapon(Map.Map map, BossFinalBoss owner, int posX, int posY, int dir) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(-28, -28, 56, 56);
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_owner = owner;
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_animator = AnimatorSaveLoad.LoadAnimator("Nightmares/nightmare ganon weapon");
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_animator.Play("throw_" + dir);
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_sprite = new CSprite(EntityPosition);
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var animatorComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
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_body = new BodyComponent(EntityPosition, -5, -4, 10, 8, 8)
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{
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IgnoresZ = true,
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IgnoreHoles = true,
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CollisionTypes = Values.CollisionTypes.None
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};
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_aiComponent = new AiComponent();
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var stateForward = new AiState(UpdateForward) { Init = InitForward };
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stateForward.Trigger.Add(new AiTriggerCountdown(1000, null, () => _aiComponent.ChangeState("backward")));
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var stateBackward = new AiState(UpdateBackward) { Init = InitBackward };
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_aiComponent.States.Add("forward", stateForward);
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_aiComponent.States.Add("backward", stateBackward);
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_aiComponent.ChangeState("forward");
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
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AddComponent(BaseAnimationComponent.Index, animatorComponent);
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AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBottom, EntityPosition));
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}
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private void InitForward()
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{
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var direction = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
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if (direction != Vector2.Zero)
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{
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direction.Normalize();
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_body.VelocityTarget = direction * 1.25f;
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}
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}
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private void UpdateForward()
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{
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}
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private void InitBackward()
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{
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}
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private void UpdateBackward()
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{
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var direction = new Vector2(_owner.EntityPosition.X, _owner.EntityPosition.Y - 24) - EntityPosition.Position;
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if (direction.Length() < 4)
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{
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_owner.CatchWeapon();
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Despawn();
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return;
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}
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if (direction != Vector2.Zero)
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direction.Normalize();
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_body.VelocityTarget = AnimationHelper.MoveToTarget(_body.VelocityTarget, direction * 1.25f, 0.075f * Game1.TimeMultiplier);
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}
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private void Update()
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{
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_soundCounter -= Game1.DeltaTime;
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if (_soundCounter < 0)
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{
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_soundCounter += 250;
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Game1.GameManager.PlaySoundEffect("D378-58-3A");
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}
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var rectangle = _animator.CollisionRectangle;
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// collider is mirrored because the animation only supports one collider
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var collisionBox0 = new Box(EntityPosition.X + rectangle.X, EntityPosition.Y + rectangle.Y, 0, rectangle.Width, rectangle.Height, 8);
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var collisionBox1 = new Box(EntityPosition.X - rectangle.X - rectangle.Width,
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EntityPosition.Y - rectangle.Y - rectangle.Height, 0, rectangle.Width, rectangle.Height, 8);
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// hit the player
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if (collisionBox0.Intersects(MapManager.ObjLink._body.BodyBox.Box))
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MapManager.ObjLink.HitPlayer(collisionBox0, HitType.Enemy, 1);
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if (collisionBox1.Intersects(MapManager.ObjLink._body.BodyBox.Box))
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MapManager.ObjLink.HitPlayer(collisionBox1, HitType.Enemy, 1);
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}
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private void Draw(SpriteBatch spriteBatch)
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{
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_sprite.Draw(spriteBatch);
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return;
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var rectangle = _animator.CollisionRectangle;
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spriteBatch.Draw(Resources.SprWhite, new Rectangle(
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(int)EntityPosition.Position.X + rectangle.X, (int)EntityPosition.Position.Y + rectangle.Y, rectangle.Width, rectangle.Height), Color.White * 0.5f);
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spriteBatch.Draw(Resources.SprWhite, new Rectangle(
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(int)EntityPosition.Position.X - rectangle.X - rectangle.Width, (int)EntityPosition.Position.Y - rectangle.Y - rectangle.Height, rectangle.Width, rectangle.Height), Color.White * 0.5f);
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}
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private void Despawn()
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{
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Map.Objects.DeleteObjects.Add(this);
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}
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}
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} |