mirror of
https://github.com/Phantop/LADXHD.git
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88 lines
3.2 KiB
C#
88 lines
3.2 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.Things;
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using ProjectZ.InGame.Things;
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using static ProjectZ.InGame.GameObjects.Base.Components.PushableComponent;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyBeamosProjectile : GameObject
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{
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private readonly DamageFieldComponent _damageField;
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private readonly BodyComponent _body;
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private bool _isFirstProjectile;
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public EnemyBeamosProjectile(Map.Map map, Vector2 position, Vector2 velocityTarget, bool isFirstProjectile) : 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(-3, -3, 6, 6);
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_isFirstProjectile = isFirstProjectile;
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var sprite = new CSprite("beamos projectile", EntityPosition, new Vector2(-2, -2));
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_body = new BodyComponent(EntityPosition, -1, -1, 2, 2, 8)
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{
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IgnoresZ = true,
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IgnoreHoles = true,
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// can go over some colliders
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Level = 1,
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// the reason for the simple movement is to not align the body
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// with the colliding object and spawn the particle at an offset position
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SimpleMovement = true,
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VelocityTarget = velocityTarget,
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MoveCollision = OnCollision,
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CollisionTypes = Values.CollisionTypes.Normal
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};
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var damageCollider = new CBox(EntityPosition, -2, -2, 0, 4, 4, 4);
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_damageField = new DamageFieldComponent(damageCollider, HitType.Enemy, 4)
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{
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OnDamage = OnDamage
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};
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AddComponent(PushableComponent.Index, new PushableComponent(damageCollider, OnPush));
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AddComponent(DamageFieldComponent.Index, _damageField);
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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 bool OnPush(Vector2 direction, PushType pushType)
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{
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if (pushType == PushType.Impact)
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DeleteProjectile();
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return false;
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}
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private bool OnDamage()
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{
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DeleteProjectile();
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return _damageField.DamagePlayer();
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}
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private void OnCollision(Values.BodyCollision collision)
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{
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DeleteProjectile();
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}
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private void DeleteProjectile()
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{
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Map.Objects.DeleteObjects.Add(this);
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if (_isFirstProjectile)
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{
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// spawn particle
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var animation = new ObjAnimator(Map, 0, 0, Values.LayerTop, "Particles/despawnParticle", "idle", true);
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animation.EntityPosition.Set(EntityPosition.Position + _body.VelocityTarget * Game1.TimeMultiplier);
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Map.Objects.SpawnObject(animation);
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}
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}
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}
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} |