mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
70 lines
2.7 KiB
C#
70 lines
2.7 KiB
C#
using Microsoft.Xna.Framework;
|
|
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
|
|
{
|
|
class MBossBuzz : GameObject
|
|
{
|
|
private readonly CSprite _sprite;
|
|
private float _liveCounter = 2000;
|
|
|
|
public MBossBuzz(Map.Map map, Vector2 position, Vector2 velocity, string spriteId, float spriteRotation) : base(map)
|
|
{
|
|
Tags = Values.GameObjectTag.Enemy;
|
|
|
|
EntityPosition = new CPosition(position.X, position.Y, 0);
|
|
EntitySize = new Rectangle(-8, -8, 16, 16);
|
|
|
|
_sprite = new CSprite(spriteId, EntityPosition, Vector2.Zero);
|
|
|
|
var objWidth = _sprite.SourceRectangle.Width * _sprite.Scale;
|
|
var objHeight = _sprite.SourceRectangle.Height * _sprite.Scale;
|
|
|
|
_sprite.Center = new Vector2(objWidth / 2, objHeight / 2);
|
|
_sprite.Rotation = spriteRotation;
|
|
|
|
var body = new BodyComponent(EntityPosition, -5, -5, 10, 10, 8)
|
|
{
|
|
IgnoresZ = true,
|
|
IgnoreHoles = true,
|
|
CollisionTypes = Values.CollisionTypes.None
|
|
};
|
|
|
|
body.VelocityTarget = velocity;
|
|
|
|
var damageCollider = new CBox(EntityPosition, -5, -5, 10, 10, 8);
|
|
var hittableBox = new CBox(EntityPosition, -5, -5, 10, 10, 8);
|
|
|
|
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(damageCollider, HitType.Enemy, 2));
|
|
AddComponent(BodyComponent.Index, body);
|
|
//AddComponent(PushableComponent.Index, new PushableComponent(body.BodyBox, OnPush));
|
|
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
|
|
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
|
|
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerTop));
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
// blink 8 frame interval
|
|
_sprite.SpriteShader = (Game1.TotalGameTime % (8 / 60f * 1000) < 4 / 60f * 1000) ? Resources.DamageSpriteShader0 : null;
|
|
|
|
// fade out/ delete object
|
|
_liveCounter -= Game1.DeltaTime;
|
|
if (_liveCounter < 100)
|
|
_sprite.Color = Color.White * (_liveCounter / 100);
|
|
if (_liveCounter <= 0)
|
|
Map.Objects.DeleteObjects.Add(this);
|
|
}
|
|
|
|
private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
|
|
{
|
|
|
|
|
|
return Values.HitCollision.RepellingParticle;
|
|
}
|
|
}
|
|
}
|