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