mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
78 lines
2.9 KiB
C#
78 lines
2.9 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using ProjectZ.InGame.GameObjects.Base;
|
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
|
using ProjectZ.InGame.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.MidBoss
|
|
{
|
|
internal class MBossBallAndChain : GameObject
|
|
{
|
|
private readonly MBossBallAndChainSoldier _owner;
|
|
private readonly CSprite _sprite;
|
|
|
|
private Rectangle _sourceRectangleLink = new Rectangle(179, 181, 4, 4);
|
|
|
|
private bool _isActive;
|
|
|
|
public MBossBallAndChain(Map.Map map, MBossBallAndChainSoldier owner) : base(map)
|
|
{
|
|
EntityPosition = new CPosition(owner.EntityPosition.X - 5, owner.EntityPosition.Y - 8 + 2, 0);
|
|
EntitySize = new Rectangle(-8, -16, 16, 16);
|
|
|
|
_owner = owner;
|
|
_sprite = new CSprite(Resources.SprMidBoss, EntityPosition, new Rectangle(184, 175, 16, 16), new Vector2(-8, -16));
|
|
|
|
var damageCollider = new CBox(EntityPosition, -6, -8 - 6, 0, 12, 12, 8);
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 4));
|
|
AddComponent(HittableComponent.Index, new HittableComponent(damageCollider, OnHit));
|
|
AddComponent(PushableComponent.Index, new PushableComponent(damageCollider, OnPush));
|
|
AddComponent(DrawComponent.Index, new DrawComponent(Draw, Values.LayerBottom, EntityPosition));
|
|
}
|
|
|
|
public void Activate()
|
|
{
|
|
_isActive = true;
|
|
}
|
|
|
|
public void Deactivate()
|
|
{
|
|
_isActive = false;
|
|
}
|
|
|
|
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
|
|
{
|
|
if (!_isActive)
|
|
return Values.HitCollision.None;
|
|
|
|
_owner.BlockBall();
|
|
return Values.HitCollision.RepellingParticle;
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
if (!_isActive)
|
|
return false;
|
|
|
|
if (type == PushableComponent.PushType.Impact)
|
|
_owner.BlockBall();
|
|
|
|
return true;
|
|
}
|
|
|
|
private void Draw(SpriteBatch spriteBatch)
|
|
{
|
|
var handPosition = new Vector2(_owner.EntityPosition.X - 5, _owner.EntityPosition.Y - 15);
|
|
var direction = new Vector2(EntityPosition.X, EntityPosition.Y - 8) - handPosition;
|
|
// draw the chain
|
|
for (var i = 0; i < 3; i++)
|
|
{
|
|
var linkPosition = handPosition + direction * ((i + 1) / 4.0f) - new Vector2(2, 2);
|
|
spriteBatch.Draw(Resources.SprMidBoss, linkPosition, _sourceRectangleLink, Color.White);
|
|
}
|
|
|
|
_sprite.Draw(spriteBatch);
|
|
}
|
|
}
|
|
} |