mirror of
https://github.com/Phantop/LADXHD.git
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85 lines
3.6 KiB
C#
85 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.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Enemies
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{
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internal class EnemyStar : GameObject
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{
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private readonly BodyComponent _body;
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public EnemyStar() : base("star") { }
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public EnemyStar(Map.Map map, int posX, int posY) : base(map)
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{
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Tags = Values.GameObjectTag.Enemy;
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EntityPosition = new CPosition(posX + 8, posY + 16, 0);
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EntitySize = new Rectangle(-8, -16, 16, 16);
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var animator = AnimatorSaveLoad.LoadAnimator("Enemies/star");
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animator.Play("idle");
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var sprite = new CSprite(EntityPosition);
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var animationComponent = new AnimationComponent(animator, sprite, Vector2.Zero);
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_body = new BodyComponent(EntityPosition, -6, -11, 12, 10, 8)
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{
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FieldRectangle = map.GetField(posX, posY),
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MoveCollision = OnCollision,
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CollisionTypes =
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Values.CollisionTypes.Normal |
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Values.CollisionTypes.Hole |
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Values.CollisionTypes.NPCWall
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};
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_body.VelocityTarget = new Vector2(-1, 1) * (3 / 4.0f);
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var aiComponent = new AiComponent();
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aiComponent.States.Add("idle", new AiState());
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var damageState = new AiDamageState(this, _body, aiComponent, sprite, 1, false) { OnBurn = () => animator.Pause() };
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aiComponent.ChangeState("idle");
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var damageBox = new CBox(EntityPosition, -7, -14, 0, 14, 13, 4);
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var hittableBox = new CBox(EntityPosition, -7, -14, 0, 14, 13, 8);
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var pushableBox = new CBox(EntityPosition, -6, -13, 0, 12, 12, 8);
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AddComponent(PushableComponent.Index, new PushableComponent(pushableBox, OnPush));
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AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, damageState.OnHit));
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AddComponent(AiComponent.Index, aiComponent);
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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(BaseAnimationComponent.Index, animationComponent);
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AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
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AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite));
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}
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private bool OnPush(Vector2 direction, PushableComponent.PushType type)
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{
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if (type == PushableComponent.PushType.Impact)
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{
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_body.Velocity = new Vector3(direction.X * 1.5f, direction.Y * 1.5f, _body.Velocity.Z);
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var dir = AnimationHelper.GetDirection(direction);
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if (dir % 2 == 0)
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_body.VelocityTarget.X = -_body.VelocityTarget.X;
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else
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
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}
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return true;
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}
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private void OnCollision(Values.BodyCollision collider)
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{
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if ((collider & Values.BodyCollision.Horizontal) != 0)
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_body.VelocityTarget.X = -_body.VelocityTarget.X;
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if ((collider & Values.BodyCollision.Vertical) != 0)
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_body.VelocityTarget.Y = -_body.VelocityTarget.Y;
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}
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}
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} |