mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
64 lines
2.4 KiB
C#
64 lines
2.4 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.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
using ProjectZ.InGame.GameObjects.Base.Components.AI;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|
{
|
|
internal class EnemyPodobooSplash : GameObject
|
|
{
|
|
private readonly BodyComponent _body;
|
|
private readonly AnimationComponent _animationComponent;
|
|
private readonly AiComponent _aiComponent;
|
|
private readonly CSprite _sprite;
|
|
|
|
public EnemyPodobooSplash(Map.Map map, Vector2 position, Vector2 velocity) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(position.X, position.Y, 0);
|
|
EntitySize = new Rectangle(-5, -5, 10, 10);
|
|
|
|
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/podoboo");
|
|
animator.Play("splash");
|
|
|
|
_sprite = new CSprite(EntityPosition);
|
|
_animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero);
|
|
|
|
_body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8)
|
|
{
|
|
Gravity2D = 0.065f,
|
|
CollisionTypes = Values.CollisionTypes.None,
|
|
Velocity = new Vector3(velocity.X, velocity.Y, 0),
|
|
SplashEffect = false
|
|
};
|
|
|
|
_aiComponent = new AiComponent();
|
|
|
|
var stateFlying = new AiState();
|
|
stateFlying.Trigger.Add(new AiTriggerCountdown(500, DespawnTick, () => Map.Objects.DeleteObjects.Add(this)));
|
|
|
|
_aiComponent.States.Add("flying", stateFlying);
|
|
|
|
_aiComponent.ChangeState("flying");
|
|
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(AiComponent.Index, _aiComponent);
|
|
AddComponent(BaseAnimationComponent.Index, _animationComponent);
|
|
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerBottom));
|
|
}
|
|
|
|
private void DespawnTick(double time)
|
|
{
|
|
// 4 frame blink effect
|
|
_sprite.SpriteShader = Game1.TotalGameTime % (8000 / 60f) >= (4000 / 60f) ? Resources.DamageSpriteShader0 : null;
|
|
|
|
// fade out
|
|
if (time < 75)
|
|
_sprite.Color = Color.White * (float)(time / 75);
|
|
}
|
|
}
|
|
} |