Decimation_Mod/Projectiles/MoltenStyngerBolt.cs
2020-03-03 21:17:42 -05:00

142 lines
6.5 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using Decimation.Items.Weapons;
using Decimation.Core.Items;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Decimation.Projectiles
{
internal class MoltenStyngerBolt : DecimationProjectile
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Molten Stynger Bolt");
ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;
ProjectileID.Sets.TrailingMode[projectile.type] = 0;
}
protected override void Init()
{
width = 10;
height = 10;
aiStyle = 1;
damageType = DecimationWeapon.DamageType.RANGED;
penetrate = 1;
timeLeft = 600;
projectile.alpha = 255;
light = 0.5f;
ignoreWater = false;
tileCollide = true;
projectile.extraUpdates = 1;
aiType = ProjectileID.Bullet;
}
public override bool OnTileCollide(Vector2 oldVelocity)
{
if (timeLeft > 3)
timeLeft = 3;
return false;
}
public override void OnHitNPC(NPC target, int damage, float knockback, bool crit)
{
if (timeLeft > 3)
timeLeft = 3;
}
public override void OnHitPvp(Player target, int damage, bool crit)
{
if (timeLeft > 3)
timeLeft = 3;
}
public override void Kill(int timeLeft)
{
penetrate = -1;
tileCollide = false;
projectile.alpha = 255;
projectile.position.X = projectile.position.X + (float)(width / 2);
projectile.position.Y = projectile.position.Y + (float)(height / 2);
width = 100;
height = 100;
projectile.position.X = projectile.position.X - (float)(width / 2);
projectile.position.Y = projectile.position.Y - (float)(height / 2);
damages = 250;
projectile.knockBack = 10f;
SpawnDust();
int fragNbre = Main.rand.Next(8, 12);
for (int i = 0; i < fragNbre; i++)
{
float velocityX = (float)Main.rand.Next(-100, 101);
velocityX += 0.01f;
float velocityY = (float)Main.rand.Next(-100, 101);
velocityX -= 0.01f;
float sqrt = (float)Math.Sqrt((double)(velocityX * velocityX + velocityY * velocityY));
sqrt = 8f / sqrt;
velocityX *= sqrt;
velocityY *= sqrt;
Projectile.NewProjectile(projectile.Center.X - projectile.oldVelocity.X, projectile.Center.Y - projectile.oldVelocity.Y, velocityX, velocityY, ProjectileID.StyngerShrapnel, damages, projectile.knockBack, projectile.owner, 0f, 0f);
}
}
private void SpawnDust()
{
// Play explosion sound
Main.PlaySound(SoundID.Item14, projectile.position);
// Smoke Dust spawn
for (int i = 0; i < 50; i++)
{
int dustIndex = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y), width, height, 31, 0f, 0f, 100, default(Color), 2f);
Main.dust[dustIndex].velocity *= 1.4f;
}
// Fire Dust spawn
for (int i = 0; i < 80; i++)
{
int dustIndex = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y), width, height, 6, 0f, 0f, 100, default(Color), 3f);
Main.dust[dustIndex].noGravity = true;
Main.dust[dustIndex].velocity *= 5f;
dustIndex = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y), width, height, 6, 0f, 0f, 100, default(Color), 2f);
Main.dust[dustIndex].velocity *= 3f;
}
// Large Smoke Gore spawn
for (int g = 0; g < 2; g++)
{
int goreIndex = Gore.NewGore(new Vector2(projectile.position.X + (float)(width / 2) - 24f, projectile.position.Y + (float)(height / 2) - 24f), default(Vector2), Main.rand.Next(61, 64), 1f);
Main.gore[goreIndex].scale = 1.5f;
Main.gore[goreIndex].velocity.X = Main.gore[goreIndex].velocity.X + 1.5f;
Main.gore[goreIndex].velocity.Y = Main.gore[goreIndex].velocity.Y + 1.5f;
goreIndex = Gore.NewGore(new Vector2(projectile.position.X + (float)(width / 2) - 24f, projectile.position.Y + (float)(height / 2) - 24f), default(Vector2), Main.rand.Next(61, 64), 1f);
Main.gore[goreIndex].scale = 1.5f;
Main.gore[goreIndex].velocity.X = Main.gore[goreIndex].velocity.X - 1.5f;
Main.gore[goreIndex].velocity.Y = Main.gore[goreIndex].velocity.Y + 1.5f;
goreIndex = Gore.NewGore(new Vector2(projectile.position.X + (float)(width / 2) - 24f, projectile.position.Y + (float)(height / 2) - 24f), default(Vector2), Main.rand.Next(61, 64), 1f);
Main.gore[goreIndex].scale = 1.5f;
Main.gore[goreIndex].velocity.X = Main.gore[goreIndex].velocity.X + 1.5f;
Main.gore[goreIndex].velocity.Y = Main.gore[goreIndex].velocity.Y - 1.5f;
goreIndex = Gore.NewGore(new Vector2(projectile.position.X + (float)(width / 2) - 24f, projectile.position.Y + (float)(height / 2) - 24f), default(Vector2), Main.rand.Next(61, 64), 1f);
Main.gore[goreIndex].scale = 1.5f;
Main.gore[goreIndex].velocity.X = Main.gore[goreIndex].velocity.X - 1.5f;
Main.gore[goreIndex].velocity.Y = Main.gore[goreIndex].velocity.Y - 1.5f;
}
}
public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
{
Vector2 drawOrigin = new Vector2(Main.projectileTexture[projectile.type].Width * 0.5f, height * 0.5f);
for (int k = 0; k < projectile.oldPos.Length; k++)
{
Vector2 drawPos = projectile.oldPos[k] - Main.screenPosition + drawOrigin + new Vector2(0f, projectile.gfxOffY);
Color color = projectile.GetAlpha(lightColor) * ((float)(projectile.oldPos.Length - k) / (float)projectile.oldPos.Length);
spriteBatch.Draw(Main.projectileTexture[projectile.type], drawPos, null, color, projectile.rotation, drawOrigin, projectile.scale, SpriteEffects.None, 0f);
}
return true;
}
}
}