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

89 lines
3.6 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 System;
namespace ProjectZ.InGame.GameObjects.Enemies
{
internal class EnemyRock : GameObject
{
private readonly CSprite _sprite;
private readonly BodyComponent _body;
private readonly Vector2 _spawnPosition;
private double _liveTime = 125;
public EnemyRock(Map.Map map, Vector2 position) : base(map)
{
Tags = Values.GameObjectTag.Enemy;
EntityPosition = new CPosition(position.X, position.Y, Game1.RandomNumber.Next(8, 24));
EntitySize = new Rectangle(-8, -40, 16, 48);
_spawnPosition = EntityPosition.Position;
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/rock");
animator.Play("idle");
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(animator, _sprite, Vector2.Zero);
_body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8)
{
Gravity = -0.125f,
CollisionTypes = Values.CollisionTypes.None
};
var damageBox = new CBox(EntityPosition, -6, -6, 0, 12, 12, 8, true);
var hittableBox = new CBox(EntityPosition, -7, -7, 0, 14, 14, 8, true);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageBox, HitType.Enemy, 2));
AddComponent(BodyComponent.Index, _body);
AddComponent(PushableComponent.Index, new PushableComponent(damageBox, OnPush));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop));
AddComponent(DrawShadowComponent.Index, new BodyDrawShadowComponent(_body, _sprite) { ShadowWidth = 10, ShadowHeight = 6 });
}
private void Update()
{
// start despawning
if (EntityPosition.Y > _spawnPosition.Y + 128)
{
_liveTime -= Game1.DeltaTime;
// fade out
_sprite.Color = Color.White * ((float)_liveTime / 125f);
if (_liveTime < 0)
Map.Objects.DeleteObjects.Add(this);
}
// bounce in a random direction
if (_body.IsGrounded)
{
Game1.GameManager.PlaySoundEffect("D360-32-20", true, EntityPosition.Position);
_body.Velocity.Z = Game1.RandomNumber.Next(150, 250) / 100f;
var length = Game1.RandomNumber.Next(75, 150) / 150f;
var direction = (-100 + Game1.RandomNumber.Next(0, 200)) / 100f;
_body.VelocityTarget = new Vector2(MathF.Sin(direction), MathF.Cos(direction)) * length;
}
}
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
{
return Values.HitCollision.Enemy | Values.HitCollision.RepellingParticle;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
{
return true;
}
}
}