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

65 lines
2.6 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.GameObjects.Base.Components.AI;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyFlameFountainFireballRepelled : GameObject
{
private readonly CSprite _sprite;
private double _liveTime = 650;
public EnemyFlameFountainFireballRepelled(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, 0, 16, 16);
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/flame fountain fireball");
animator.Play(velocity.X < 0 ? "left" : "right");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(animator, _sprite, new Vector2(0, 8));
var body = new BodyComponent(EntityPosition, -5, 3, 10, 10, 8)
{
IgnoresZ = true,
IgnoreHoles = true,
CollisionTypes = Values.CollisionTypes.None,
VelocityTarget = velocity
};
AddComponent(BodyComponent.Index, body);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
AddComponent(LightDrawComponent.Index, new LightDrawComponent(DrawLight));
}
private void Update()
{
// blink
_sprite.SpriteShader = (Game1.TotalGameTime % (AiDamageState.BlinkTime * 2) < AiDamageState.BlinkTime) ? Resources.DamageSpriteShader0 : null;
_liveTime -= Game1.DeltaTime;
if (_liveTime <= 75)
_sprite.Color = Color.White * ((float)_liveTime / 75);
if (_liveTime < 0)
Map.Objects.DeleteObjects.Add(this);
}
private void DrawLight(SpriteBatch spriteBatch)
{
DrawHelper.DrawLight(spriteBatch, new Rectangle((int)EntityPosition.X - 16, (int)EntityPosition.Y - 8, 32, 32),
new Color(255, 200, 200) * 0.35f * (_sprite.Color.A / 255f));
}
}
}