Updated asteroids and mines. Updated ship class names. Added initial ship muzzle logic.
This commit is contained in:
@@ -330,43 +330,43 @@ internal class GameLoop : GameLoopBase
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{
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int randomNumber = _random.Next(0, 100);
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if (randomNumber == 0)
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{
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GreenEnemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 1)
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{
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RedEnemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 2)
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{
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TealEnemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 3)
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{
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Enemy02Green enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 4)
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{
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Enemy02Red enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 5)
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{
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Enemy02Teal enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 6)
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//if (randomNumber == 0)
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//{
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// GreenEnemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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//else if (randomNumber == 1)
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//{
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// RedEnemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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//else if (randomNumber == 2)
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//{
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// TealEnemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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//else if (randomNumber == 3)
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//{
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// Enemy02Green enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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//else if (randomNumber == 4)
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//{
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// Enemy02Red enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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//else if (randomNumber == 5)
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//{
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// Enemy02Teal enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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if (randomNumber == 6)
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{
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GreenMine enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Mine.Width), -Mine.Height);
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Sprites.Add(enemy);
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@@ -408,30 +408,30 @@ internal class GameLoop : GameLoopBase
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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else if (randomNumber == 13)
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{
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AsteroidVariantA enemy = new(_random.Next(0, ViewTransform.ScreenWidth - AsteroidVariantA.Width), -AsteroidVariantA.Height);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 14)
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{
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AsteroidVariantB enemy = new(_random.Next(0, ViewTransform.ScreenWidth - AsteroidVariantB.Width), -AsteroidVariantB.Height);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 15)
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{
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AsteroidVariantC enemy = new(_random.Next(0, ViewTransform.ScreenWidth - AsteroidVariantC.Width), -AsteroidVariantC.Height);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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else if (randomNumber == 16)
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{
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AsteroidVariantD enemy = new(_random.Next(0, ViewTransform.ScreenWidth - AsteroidVariantD.Width), -AsteroidVariantD.Height);
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Sprites.Add(enemy);
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_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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}
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//else if (randomNumber == 13)
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//{
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// AsteroidVariantA enemy = new(_random.Next(0, ViewTransform.ScreenWidth - AsteroidVariantA.Width), -AsteroidVariantA.Height);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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//else if (randomNumber == 14)
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//{
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// AsteroidVariantB enemy = new(_random.Next(0, ViewTransform.ScreenWidth - AsteroidVariantB.Width), -AsteroidVariantB.Height);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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//else if (randomNumber == 15)
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//{
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// AsteroidVariantC enemy = new(_random.Next(0, ViewTransform.ScreenWidth - AsteroidVariantC.Width), -AsteroidVariantC.Height);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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//else if (randomNumber == 16)
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//{
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// AsteroidVariantD enemy = new(_random.Next(0, ViewTransform.ScreenWidth - AsteroidVariantD.Width), -AsteroidVariantD.Height);
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// Sprites.Add(enemy);
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// _spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
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//}
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}
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}
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}
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