mirror of
https://github.com/Phantop/LADXHD.git
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77 lines
2.8 KiB
C#
77 lines
2.8 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.SaveLoad;
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using ProjectZ.InGame.Things;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class BossHotHeadSplash : GameObject
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{
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private readonly BodyComponent _body;
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private readonly Animator _animator;
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private readonly AnimationComponent _animationComponent;
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private readonly AiComponent _aiComponent;
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private readonly CSprite _sprite;
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public BossHotHeadSplash(Map.Map map, Vector2 position, Vector2 velocity) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(position.X, position.Y, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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_animator = AnimatorSaveLoad.LoadAnimator("Nightmares/hot head");
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_animator.Play("fireball");
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_sprite = new CSprite(EntityPosition);
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_animationComponent = new AnimationComponent(_animator, _sprite, Vector2.Zero);
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_body = new BodyComponent(EntityPosition, -5, -10, 10, 10, 8)
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{
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Gravity = -0.1f,
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CollisionTypes = Values.CollisionTypes.None,
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Velocity = new Vector3(0, 0, 2.25f),
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VelocityTarget = new Vector2(velocity.X, velocity.Y),
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IsGrounded = false
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};
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_aiComponent = new AiComponent();
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var stateFlying = new AiState(UpdateFlying);
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var stateSplash = new AiState(UpdateSplash);
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_aiComponent.States.Add("flying", stateFlying);
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_aiComponent.States.Add("splash", stateSplash);
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_aiComponent.ChangeState("flying");
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var damageCollider = new CBox(EntityPosition, -5, -10, 0, 10, 10, 8, true);
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AddComponent(BodyComponent.Index, _body);
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AddComponent(AiComponent.Index, _aiComponent);
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AddComponent(BaseAnimationComponent.Index, _animationComponent);
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AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 16));
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
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}
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private void UpdateFlying()
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{
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if (_body.IsGrounded)
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{
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_body.VelocityTarget = Vector2.Zero;
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_animator.Play("fireball_splash");
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_aiComponent.ChangeState("splash");
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}
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}
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private void UpdateSplash()
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{
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if (!_animator.IsPlaying)
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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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}
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} |