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

46 lines
1.8 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.SaveLoad;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjSpikes : GameObject
{
private readonly Animator _animator;
private readonly int _animationLength;
public ObjSpikes() : base("spikes") { }
public ObjSpikes(Map.Map map, int posX, int posY) : base(map)
{
EntityPosition = new CPosition(posX, posY, 0);
EntitySize = new Rectangle(0, 0, 16, 16);
Tags = Values.GameObjectTag.Lamp;
_animator = AnimatorSaveLoad.LoadAnimator("Objects/spikes");
_animator.Play("idle");
_animationLength = _animator.GetAnimationTime(0, _animator.CurrentAnimation.Frames.Length);
var sprite = new CSprite(EntityPosition);
AddComponent(DamageFieldComponent.Index, new DamageFieldComponent(new CBox(posX + 2, posY + 2, 0, 12, 12, 2), HitType.Spikes, 2));
AddComponent(BaseAnimationComponent.Index, new AnimationComponent(_animator, sprite, Vector2.Zero));
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();
}
}
}