Decimation_Mod/Content/Projectiles/TitanicPikeProjectile.cs
2020-06-30 15:54:17 -04:00

74 lines
3.3 KiB
C#

using Microsoft.Xna.Framework;
using Terraria;
namespace Decimation.Content.Projectiles
{
internal class TitanicPikeProjectile : DecimationProjectile
{
protected override void Init()
{
projectile.width = 88;
projectile.height = 88;
projectile.aiStyle = 19;
projectile.penetrate = -1;
projectile.scale = 1.3f;
projectile.alpha = 0;
projectile.hide = true;
projectile.ownerHitCheck = true;
projectile.tileCollide = false;
}
public float movementFactor // Change this value to alter how fast the spear moves
{
get { return projectile.ai[0]; }
set { projectile.ai[0] = value; }
}
public override void AI()
{
// Since we access the owner player instance so much, it's useful to create a helper local variable for this
// Sadly, Projectile/ModProjectile does not have its own
Player projOwner = Main.player[projectile.owner];
// Here we set some of the projectile's owner properties, such as held item and itemtime, along with projectile direction and position based on the player
Vector2 ownerMountedCenter = projOwner.RotatedRelativePoint(projOwner.MountedCenter, true);
projectile.direction = projOwner.direction;
projOwner.heldProj = projectile.whoAmI;
projOwner.itemTime = projOwner.itemAnimation;
projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2);
projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2);
// As long as the player isn't frozen, the spear can move
if (!projOwner.frozen)
{
if (movementFactor == 0f) // When initially thrown out, the ai0 will be 0f
{
movementFactor = 3f; // Make sure the spear moves forward when initially thrown out
projectile.netUpdate = true; // Make sure to netUpdate this spear
}
if (projOwner.itemAnimation < projOwner.itemAnimationMax / 3) // Somewhere along the item animation, make sure the spear moves back
{
movementFactor -= 2.4f;
}
else // Otherwise, increase the movement factor
{
movementFactor += 2.1f;
}
}
// Change the spear position based off of the velocity and the movementFactor
projectile.position += projectile.velocity * movementFactor;
// When we reach the end of the animation, we can kill the spear projectile
if (projOwner.itemAnimation == 0)
{
projectile.Kill();
}
// Apply proper rotation, with an offset of 135 degrees due to the sprite's rotation, notice the usage of MathHelper, use this class!
// MathHelper.ToRadians(xx degrees here)
projectile.rotation = projectile.velocity.ToRotation() + MathHelper.ToRadians(135f);
// Offset by 90 degrees here
if (projectile.spriteDirection == -1)
{
projectile.rotation -= MathHelper.ToRadians(90f);
}
}
}
}