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

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;
}
}
}