Updated asteroids and mines. Updated ship class names. Added initial ship muzzle logic.
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@@ -1,8 +1,98 @@
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namespace AlienAttack.MonoGame.Things.Enemies.Mines;
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using Microsoft.Xna.Framework;
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using System;
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namespace AlienAttack.MonoGame.Things.Enemies.Mines;
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public class BlueMine(int x, int y) : Mine(x, y)
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{
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protected override string CoverColor => "Blue";
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protected override float ExplodeRadius => 100f;
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protected override int MaxHealth => 10;
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protected int IdleThreshold = 100;
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protected int CurrentIdleThreshold = 100;
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protected bool IsCharging = false;
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protected bool TargetReached = false;
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protected Vector2 TargetOrigin;
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private const float DriftSpeed = 1f;
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private const float ChargeSpeed = 4f;
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protected override void OnUpdate(SpriteUpdateContext context)
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{
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// During drift
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if (!IsCharging)
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{
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XVelocity = 0;
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YVelocity = DriftSpeed;
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CurrentIdleThreshold--;
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if (CurrentIdleThreshold > 0)
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return;
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// Time to pick a target and charge
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TargetOrigin = PickTargetBelow(context);
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IsCharging = true;
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RotationSpeed *= ChargeSpeed;
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return;
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}
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// During charge
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Vector2 mineCenter = new(XPosition + Origin.X, YPosition + Origin.Y);
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Vector2 toTarget = TargetOrigin - mineCenter;
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float dist = toTarget.Length();
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// "Arrive" cleanly: if we can reach it this frame, snap + stop charging
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float step = ChargeSpeed; // since you're using per-frame velocities
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if (dist <= step || dist <= 0.001f)
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{
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XPosition = TargetOrigin.X - Origin.X;
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YPosition = TargetOrigin.Y - Origin.Y;
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IsCharging = false;
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RotationSpeed = 1.5f;
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CurrentIdleThreshold = IdleThreshold;
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XVelocity = 0;
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YVelocity = DriftSpeed;
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return;
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}
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Vector2 dir = toTarget / dist;
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XVelocity = dir.X * ChargeSpeed;
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YVelocity = dir.Y * ChargeSpeed;
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}
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private Vector2 PickTargetBelow(SpriteUpdateContext context)
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{
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// Mine center in world coords
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float mineCenterX = XPosition + Origin.X;
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float mineCenterY = YPosition + Origin.Y;
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int screenW = context.ViewTransform.ScreenWidth;
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int screenH = context.ViewTransform.ScreenHeight;
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// Anywhere horizontally:
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float x = context.Random.Next(0, screenW);
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// Somewhere below the mine, but still on-screen.
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// Clamp minY so Random doesn't throw if we're near bottom.
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int minY = (int)MathF.Min(mineCenterY + 32f, screenH - 1);
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int maxY = screenH;
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// If we're already basically at the bottom, just pick the bottom row
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float y = (minY < maxY) ? context.Random.Next(minY, maxY) : (screenH - 1);
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return new Vector2(x, y);
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}
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private Vector2 GetTargetDirection()
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{
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Vector2 toTarget = TargetOrigin - new Vector2(XPosition + Origin.X, YPosition + Origin.Y);
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float dist = toTarget.Length();
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return toTarget / dist;
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}
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}
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