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

88 lines
3.2 KiB
C#

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