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

112 lines
4.4 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.Map;
using ProjectZ.InGame.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjIceBlock : GameObject
{
private readonly BoxCollisionComponent _collisionComponent;
private readonly Animator _animator;
private readonly CSprite _sprite;
private readonly Rectangle _field;
private readonly int _animationLength;
private const int RespawnTime = 1000;
private float _respawnCounter;
private bool _isActive = true;
public ObjIceBlock() : base("ice block") { }
public ObjIceBlock(Map.Map map, int posX, int posY) : base(map)
{
EntityPosition = new CPosition(posX + 8, posY + 8, 0);
EntitySize = new Rectangle(-8, -8, 16, 16);
_field = map.GetField(posX, posY);
_animator = AnimatorSaveLoad.LoadAnimator("Objects/ice block");
_animator.Play("idle");
_animationLength = _animator.GetAnimationTime(0, _animator.CurrentAnimation.Frames.Length);
_sprite = new CSprite(EntityPosition);
var animationComponent = new AnimationComponent(_animator, _sprite, new Vector2(-8, -8));
var hittableBox = new CBox(EntityPosition, -5, -5, 0, 10, 10, 8, true);
var collisionBox = new CBox(EntityPosition, -8, -8, 0, 16, 16, 16, true);
AddComponent(CollisionComponent.Index, _collisionComponent =
new BoxCollisionComponent(collisionBox, Values.CollisionTypes.Normal | Values.CollisionTypes.ThrowWeaponIgnore));
AddComponent(HittableComponent.Index, new HittableComponent(hittableBox, OnHit));
AddComponent(BaseAnimationComponent.Index, animationComponent);
AddComponent(PushableComponent.Index, new PushableComponent(collisionBox, OnPush));
AddComponent(UpdateComponent.Index, new UpdateComponent(Update));
AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_sprite, Values.LayerBottom));
}
private void Update()
{
// @HACK: this is used to sync all the animations with the same length
// otherwise they would not be in sync if they did not get updated at the same time
_animator.SetFrame(0);
_animator.SetTime(Game1.TotalGameTime % _animationLength);
_animator.Update();
// respawn when the player leaves the room
if (!_isActive && !_field.Contains(MapManager.ObjLink.EntityPosition.Position))
{
_respawnCounter -= Game1.DeltaTime;
if (_respawnCounter <= 0)
{
// spawn explosion effect
Map.Objects.SpawnObject(new ObjAnimator(Map, (int)EntityPosition.X - 8, (int)EntityPosition.Y - 7, Values.LayerTop, "Particles/spawn", "run", true));
SetActive(true);
}
}
}
private void SetActive(bool state)
{
_isActive = state;
_collisionComponent.IsActive = state;
_sprite.IsVisible = state;
}
private bool OnPush(Vector2 direction, PushableComponent.PushType pushType)
{
if (!_isActive)
return false;
Game1.GameManager.StartDialogPath("ice_block");
return false;
}
private Values.HitCollision OnHit(GameObject gameObject, Vector2 direction, HitType damageType, int damage, bool pieceOfPower)
{
if (!_isActive || (damageType & (HitType.Sword | HitType.PegasusBootsSword)) != 0)
return Values.HitCollision.None;
if (damageType != HitType.MagicRod)
return Values.HitCollision.Repelling;
Game1.GameManager.PlaySoundEffect("D378-19-13");
var animation = new ObjAnimator(Map,
(int)EntityPosition.X, (int)EntityPosition.Y, 0, 0, Values.LayerPlayer, "Particles/ice block despawn", "run", true);
Map.Objects.SpawnObject(animation);
_respawnCounter = RespawnTime;
SetActive(false);
return Values.HitCollision.None;
}
}
}