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