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

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));
}
}
}