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

75 lines
2.7 KiB
C#

using Microsoft.Xna.Framework;
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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyPairoddProjectile : GameObject
{
public EnemyPairoddProjectile(Map.Map map, Vector2 position, float speed) : base(map)
{
Tags = Values.GameObjectTag.Damage;
EntityPosition = new CPosition(position.X, position.Y, 0);
EntitySize = new Rectangle(-7, -7, 14, 14);
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/pairodd projectile");
animator.Play("idle");
var sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(animator, sprite, Vector2.Zero);
var body = new BodyComponent(EntityPosition, -2, -2, 4, 4, 8)
{
IgnoresZ = true,
IgnoreHoles = true,
CollisionTypes = Values.CollisionTypes.Normal,
MoveCollision = OnCollision
};
var velocity = MapManager.ObjLink.EntityPosition.Position - EntityPosition.Position;
if (velocity != Vector2.Zero)
velocity.Normalize();
body.VelocityTarget = velocity * speed;
var damageCollider = new CBox(EntityPosition, -3, -3, 0, 6, 6, 4);
AddComponent(PushableComponent.Index, new PushableComponent(body.BodyBox, OnPush));
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2) { OnDamagedPlayer = DamagedPlayer });
AddComponent(BodyComponent.Index, body);
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(sprite, Values.LayerPlayer));
}
private void DamagedPlayer()
{
Despawn();
}
private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
{
Despawn();
return true;
}
private void OnCollision(Values.BodyCollision collision)
{
Despawn();
}
private void Despawn()
{
// spawn despawn effect
var animation = new ObjAnimator(Map, (int)EntityPosition.X, (int)EntityPosition.Y, Values.LayerTop, "Particles/swordPoke", "run", true);
Map.Objects.SpawnObject(animation);
Map.Objects.DeleteObjects.Add(this);
}
}
}