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32 lines
1.3 KiB
C#
32 lines
1.3 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.Things;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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internal class ObjWaterDeep : GameObject
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{
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public ObjWaterDeep() : base("editor water")
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{
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EditorColor = Color.CadetBlue * 0.65f;
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}
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public ObjWaterDeep(Map.Map map, int posX, int posY) : base(map)
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{
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EntityPosition = new CPosition(posX, posY, 0);
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EntitySize = new Rectangle(0, 0, 16, 16);
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Map.AddFieldState(posX / 16, posY / 16, MapStates.FieldStates.DeepWater);
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// step that goes down a little
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AddComponent(CollisionComponent.Index,
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new BoxCollisionComponent(new CBox(posX, posY, -12, 16, 16, 10), Values.CollisionTypes.Normal));
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// collider that is used for enemies to avoid the deep water; currently this is 3 high to allow blocking a body but not jumping into it
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map.Objects.SpawnObject(new ObjCollider(map, posX, posY, 3, new Rectangle(0, 0, 16, 16), Values.CollisionTypes.DeepWater, 0));
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}
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}
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} |