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

106 lines
4.3 KiB
C#

using System;
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.GameObjects.Things;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
class EnemyNut : GameObject
{
private readonly BodyComponent _body;
private readonly CSprite _sprite;
private int _collisionCount;
private bool _wasHit;
public EnemyNut(Map.Map map, Vector3 position, Vector3 direction) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(position.X, position.Y, position.Z);
EntitySize = new Rectangle(-6, -48, 12, 48);
_sprite = new CSprite(Resources.SprEnemies, EntityPosition, new Rectangle(306, 2, 12, 12), new Vector2(-6, -12));
_body = new BodyComponent(EntityPosition, -6, -12, 12, 12, 8)
{
MoveCollision = MoveCollision,
CollisionTypes = Values.CollisionTypes.None,
Gravity = -0.1f,
DragAir = 1.0f,
Bounciness = 0.75f
};
_body.Velocity = direction;
var hitBox = new CBox(EntityPosition, -5, -11, 0, 10, 10, 10, true);
AddComponent(PushableComponent.Index, new PushableComponent(hitBox, OnPush));
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(hitBox, HitType.Enemy, 2));
AddComponent(HittableComponent.Index, new HittableComponent(hitBox, OnHit));
AddComponent(BodyComponent.Index, _body);
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerPlayer));
var shadow = new DrawShadowSpriteComponent(Resources.SprShadow, EntityPosition, new Rectangle(0, 0, 65, 66), new Vector2(-6, -6), 12, 6);
AddComponent(DrawShadowComponent.Index, shadow);
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
if (type == PushableComponent.PushType.Impact)
_body.Velocity = new Vector3(direction.X * 1.75f, direction.Y * 1.75f, _body.Velocity.Z);
return true;
}
private void MoveCollision(Values.BodyCollision collisionType)
{
_collisionCount++;
if (_collisionCount > 3 || _wasHit)
{
// spawn explosion effect
if (_wasHit)
{
Game1.GameManager.PlaySoundEffect("D360-03-03");
Map.Objects.SpawnObject(new ObjAnimator(Map, (int)EntityPosition.X - 12,
(int)EntityPosition.Y - 12, Values.LayerTop, "Particles/explosion0", "run", true));
if (Game1.RandomNumber.Next(0, 2) == 0)
{
var objItem = new ObjItem(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 8, "j", "", "ruby", "", true);
objItem.SetSpawnDelay(250);
Map.Objects.SpawnObject(objItem);
}
}
Map.Objects.DeleteObjects.Add(this);
return;
}
if (!_wasHit)
Game1.GameManager.PlaySoundEffect("D360-09-09");
// set a new random direction
var angle = (Game1.RandomNumber.Next(0, 100) / 100f) * (float)Math.PI * 2f;
_body.Velocity = new Vector3((float)Math.Sin(angle), (float)Math.Cos(angle), _body.Velocity.Z);
// flip the sprite
_sprite.SpriteEffect ^= SpriteEffects.FlipHorizontally;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (_wasHit)
return Values.HitCollision.None;
_body.Velocity = new Vector3(direction.X, direction.Y, 0.1f) * 3.5f;
EntityPosition.Set(new Vector3(EntityPosition.X, EntityPosition.Y - EntityPosition.Z, 0));
_wasHit = true;
return Values.HitCollision.Enemy;
}
}
}