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