mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
123 lines
5.1 KiB
C#
123 lines
5.1 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using ProjectZ.InGame.GameObjects.Base;
|
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
using ProjectZ.InGame.Map;
|
|
using ProjectZ.InGame.GameObjects.Base.Components.AI;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|
{
|
|
internal class EnemyFlameFountainFireball : GameObject
|
|
{
|
|
private readonly DamageFieldComponent _damageComponent;
|
|
private readonly CSprite _sprite;
|
|
|
|
private const int LiveTime = 800;
|
|
private double _liveCounter = LiveTime;
|
|
|
|
public EnemyFlameFountainFireball(Map.Map map, Vector2 position, Vector2 velocity) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(position.X, position.Y, 0);
|
|
EntitySize = new Rectangle(-8, -8, 16, 18);
|
|
|
|
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/flame fountain fireball");
|
|
animator.Play("idle");
|
|
|
|
_sprite = new CSprite(EntityPosition);
|
|
var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero);
|
|
|
|
var body = new BodyComponent(EntityPosition, -4, -6, 8, 8, 8)
|
|
{
|
|
IgnoresZ = true,
|
|
IgnoreHoles = true,
|
|
CollisionTypes = Values.CollisionTypes.None
|
|
};
|
|
|
|
body.VelocityTarget = velocity;
|
|
|
|
var damageBox = new CBox(EntityPosition, -3, -3, 0, 6, 6, 16);
|
|
var pushBox = new CBox(EntityPosition, -3, -3, 0, 6, 12, 8);
|
|
|
|
AddComponent(DamageFieldComponent.Index, _damageComponent = new DamageFieldComponent(damageBox, HitType.Enemy, 10) { OnDamage = HitPlayer });
|
|
AddComponent(BodyComponent.Index, body);
|
|
AddComponent(PushableComponent.Index, new PushableComponent(pushBox, OnPush));
|
|
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
|
|
AddComponent(BaseAnimationComponent.Index, animationComponent);
|
|
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
|
|
AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
|
|
|
|
Game1.GameManager.PlaySoundEffect("D378-18-12", true, position);
|
|
}
|
|
|
|
private bool HitPlayer()
|
|
{
|
|
// cooldown is lower so that the player will not get through the flamse
|
|
return MapManager.ObjLink.HitPlayer(new Vector2(0, 2), HitType.Enemy, _damageComponent.Strength, true, ObjLink.CooldownTime / 2);
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
// blink
|
|
_sprite.SpriteShader = (Game1.TotalGameTime % (AiDamageState.BlinkTime * 2) < AiDamageState.BlinkTime) ? Resources.DamageSpriteShader0 : null;
|
|
|
|
_liveCounter -= Game1.DeltaTime;
|
|
|
|
// fade out
|
|
if (_liveCounter <= 75)
|
|
{
|
|
if (_sprite.Color == Color.White)
|
|
{
|
|
((PushableComponent)Components[PushableComponent.Index]).IsActive = false;
|
|
((DamageFieldComponent)Components[DamageFieldComponent.Index]).IsActive = false;
|
|
}
|
|
|
|
_sprite.Color = Color.White * ((float)_liveCounter / 75);
|
|
}
|
|
|
|
if (_liveCounter < 0)
|
|
Map.Objects.DeleteObjects.Add(this);
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
// check if the player has the better shield and is facing up
|
|
if (Game1.GameManager.ShieldLevel == 2 && MapManager.ObjLink.Direction == 1 && type == PushableComponent.PushType.Impact)
|
|
{
|
|
var distanceMultiplier = (float)(_liveCounter / LiveTime);
|
|
// push the player back
|
|
MapManager.ObjLink._body.Velocity += new Vector3(0, 1, 0) * (0.4f + distanceMultiplier * 0.15f);
|
|
|
|
SpawnFlames();
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void SpawnFlames()
|
|
{
|
|
((PushableComponent)Components[PushableComponent.Index]).IsActive = false;
|
|
|
|
if (_liveCounter > 75)
|
|
_liveCounter = 75;
|
|
_damageComponent.IsActive = false;
|
|
|
|
var flameLeft = new EnemyFlameFountainFireballRepelled(Map, new Vector2(EntityPosition.X - 3, EntityPosition.Y - 7), new Vector2(-1, 1) * 0.75f);
|
|
Map.Objects.SpawnObject(flameLeft);
|
|
|
|
var flameRight = new EnemyFlameFountainFireballRepelled(Map, new Vector2(EntityPosition.X + 3, EntityPosition.Y - 7), new Vector2(1, 1) * 0.75f);
|
|
Map.Objects.SpawnObject(flameRight);
|
|
}
|
|
|
|
private void DrawLight(SpriteBatch spriteBatch)
|
|
{
|
|
DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 16, (int)EntityPosition.Y - 16, 32, 32),
|
|
new Color(255, 200, 200) * 0.35f * (_sprite.Color.A / 255f));
|
|
}
|
|
}
|
|
} |