Added new enemy ships. Cleaned up enemy code.

This commit is contained in:
2026-01-05 09:16:58 -05:00
parent 7f47e2617c
commit 804c03b1d8
9 changed files with 333 additions and 169 deletions

View File

@@ -14,7 +14,7 @@ public class GreenEnemy : EnemyShip
protected ICollection<IWeapon> ActiveWeapons = [];
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
protected int Health { get; set; } = 5;
protected override int Health { get; set; } = 5;
public GreenEnemy(int x, int y) : base(x, y)
{
@@ -34,43 +34,8 @@ public class GreenEnemy : EnemyShip
base.Draw(args);
}
public override void Update(SpriteUpdateContext context)
protected override void TryFire(SpriteUpdateContext context)
{
//YPosition += 1;
if (Health <= 0)
{
IsDead = true;
SpawnExplosion(context);
switch (context.Random.Next(0, 5))
{
case 0:
context.SpawnSprite(new Health((int)XPosition, (int)YPosition));
break;
case 1:
context.SpawnSprite(new Shields((int)XPosition, (int)YPosition));
break;
case 2:
context.SpawnSprite(new Ammo((int)XPosition, (int)YPosition));
break;
case 3:
context.SpawnSprite(new Energy((int)XPosition, (int)YPosition));
break;
case 4:
context.SpawnSprite(new Rockets((int)XPosition, (int)YPosition));
break;
}
return;
}
if (YPosition > context.ViewTransform.ScreenHeight)
{
IsDead = true;
return;
}
if (CurrentFireThreshold > 0)
{
CurrentFireThreshold--;
@@ -87,48 +52,30 @@ public class GreenEnemy : EnemyShip
context.AudioManager.PlayEnemyFire();
}
//CheckMove(context);
CheckFire(context);
base.Update(context);
}
private void SpawnExplosion(SpriteUpdateContext context)
protected override void OnKilled(SpriteUpdateContext context)
{
context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity));
int itemXPosition = (int)XPosition + 32 - Item.Width / 2;
int itemYPosition = (int)YPosition + 32 - Item.Height / 2;
//int number = context.Random.Next(1, 7);
//SoundEffect soundEffect = context.Content.Load<SoundEffect>(@$"Sfx\Explosions\EXPLDsgn_Explosion Impact_0{number}_SFRMS_SCIWPNS");
//soundEffect.Play(0.95f, (float)(context.Random.NextDouble() * 0.1 - 0.05), 0);
context.AudioManager.PlayExplosion();
}
private void CheckFire(SpriteUpdateContext context)
{
//foreach (IWeapon weapon in ActiveWeapons)
//{
// weapon.UpdateFireThreshold();
//}
//foreach (IWeapon weapon in ActiveWeapons)
//{
// weapon.TryFire(this, context);
//}
}
public override void OnCollision(SpriteCollisionContext context)
{
if (context.Sprite is Bullet bullet && bullet.Owner is Player)
switch (context.Random.Next(0, 5))
{
Health -= bullet.Damage;
}
if (context.Sprite is Player)
{
Health = 0;
case 0:
context.SpawnSprite(new Health(itemXPosition, itemYPosition));
break;
case 1:
context.SpawnSprite(new Shields(itemXPosition, itemYPosition));
break;
case 2:
context.SpawnSprite(new Ammo(itemXPosition, itemYPosition));
break;
case 3:
context.SpawnSprite(new Energy(itemXPosition, itemYPosition));
break;
case 4:
context.SpawnSprite(new Rockets(itemXPosition, itemYPosition));
break;
}
}
}