Updated asteroids and mines. Updated ship class names. Added initial ship muzzle logic.
This commit is contained in:
72
AlientAttack.MonoGame/Things/Enemies/Ships/EnemyShip.cs
Normal file
72
AlientAttack.MonoGame/Things/Enemies/Ships/EnemyShip.cs
Normal file
@@ -0,0 +1,72 @@
|
||||
using AlienAttack.MonoGame.Things.Bullets;
|
||||
using AlienAttack.MonoGame.Things.Explosions;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships;
|
||||
|
||||
public abstract class EnemyShip : Ship
|
||||
{
|
||||
protected abstract int Health { get; set; }
|
||||
public virtual int CrashDamage => 10;
|
||||
|
||||
public EnemyShip(int x, int y) : base(x, y)
|
||||
{
|
||||
Origin = new(32, 32);
|
||||
}
|
||||
|
||||
public override sealed void Update(SpriteUpdateContext context)
|
||||
{
|
||||
if (Health <= 0)
|
||||
{
|
||||
IsDead = true;
|
||||
SpawnExplosion(context);
|
||||
OnKilled(context);
|
||||
return;
|
||||
}
|
||||
|
||||
base.Update(context);
|
||||
|
||||
TryMove(context);
|
||||
|
||||
if (YPosition - Origin.Y > context.ViewTransform.ScreenHeight)
|
||||
{
|
||||
IsDead = true;
|
||||
return;
|
||||
}
|
||||
|
||||
TryFire(context);
|
||||
}
|
||||
|
||||
protected virtual void TryMove(SpriteUpdateContext context)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected virtual void TryFire(SpriteUpdateContext context)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void OnCollision(SpriteCollisionContext context)
|
||||
{
|
||||
if (context.Sprite is Bullet bullet && bullet.Owner is Player)
|
||||
{
|
||||
Health -= bullet.Damage;
|
||||
}
|
||||
|
||||
if (context.Sprite is Player)
|
||||
{
|
||||
Health = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnExplosion(SpriteUpdateContext context)
|
||||
{
|
||||
context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity));
|
||||
context.AudioManager.PlayExplosion();
|
||||
}
|
||||
|
||||
protected virtual void OnKilled(SpriteUpdateContext context)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
9
AlientAttack.MonoGame/Things/Enemies/Ships/Ship.cs
Normal file
9
AlientAttack.MonoGame/Things/Enemies/Ships/Ship.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using AlienAttack.MonoGame.Things.Muzzles;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships;
|
||||
|
||||
public abstract class Ship(int x, int y) : MoveableSprite(x, y)
|
||||
{
|
||||
public abstract Vector2 GetMuzzleLocal(MuzzleId muzzle);
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
using AlienAttack.MonoGame.Things.Bullets;
|
||||
using AlienAttack.MonoGame.Things.Items;
|
||||
using AlienAttack.MonoGame.Things.Weapons;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships.TypeA;
|
||||
|
||||
public class GreenShipTypeA : ShipTypeA
|
||||
{
|
||||
//Enemy01_Green_Frame_1_png_processed
|
||||
|
||||
protected ICollection<IWeapon> ActiveWeapons = [];
|
||||
protected int FireThreshold => 20;
|
||||
protected int CurrentFireThreshold { get; set; } = 20;
|
||||
protected override int Health { get; set; } = 5;
|
||||
|
||||
public GreenShipTypeA(int x, int y) : base(x, y)
|
||||
{
|
||||
BoundBox = new Rectangle(0, 0, 64, 64);
|
||||
YVelocity = 1;
|
||||
ActiveWeapons.Add(new Minigun());
|
||||
//ActiveWeapons.Add(new FastMinigun());
|
||||
}
|
||||
|
||||
public override void Draw(SpriteDrawArgs args)
|
||||
{
|
||||
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Green_Frame_1_png_processed");
|
||||
SpriteEffects spriteEffects = SpriteEffects.None;
|
||||
|
||||
args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, Origin, Scale, spriteEffects, 1);
|
||||
|
||||
base.Draw(args);
|
||||
}
|
||||
|
||||
protected override void TryFire(SpriteUpdateContext context)
|
||||
{
|
||||
if (CurrentFireThreshold > 0)
|
||||
{
|
||||
CurrentFireThreshold--;
|
||||
}
|
||||
|
||||
if (CurrentFireThreshold == 0 && context.Random.Next(0, 100) == 1)
|
||||
{
|
||||
float originX = XPosition + (BoundBox.Width / 2) - (7 / 2);
|
||||
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
|
||||
CurrentFireThreshold = FireThreshold;
|
||||
|
||||
context.AudioManager.PlayEnemyFire();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnKilled(SpriteUpdateContext context)
|
||||
{
|
||||
//int itemXPosition = (int)XPosition + 32 - Item.Width / 2;
|
||||
//int itemYPosition = (int)YPosition + 32 - Item.Height / 2;
|
||||
|
||||
int itemXPosition = (int)XPosition;
|
||||
int itemYPosition = (int)YPosition;
|
||||
|
||||
switch (context.Random.Next(0, 5))
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,74 @@
|
||||
using AlienAttack.MonoGame.Things.Bullets;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships.TypeA;
|
||||
|
||||
public class RedShipTypeA : ShipTypeA
|
||||
{
|
||||
protected int FireThreshold => 20;
|
||||
protected int CurrentFireThreshold { get; set; } = 20;
|
||||
protected override int Health { get; set; } = 5;
|
||||
|
||||
public RedShipTypeA(int x, int y) : base(x, y)
|
||||
{
|
||||
BoundBox = new Rectangle(0, 0, 64, 64);
|
||||
YVelocity = 1.5f;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteDrawArgs args)
|
||||
{
|
||||
int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1;
|
||||
SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
|
||||
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Red_Frame_{frame}_png_processed");
|
||||
//SpriteEffects spriteEffects = SpriteEffects.None;
|
||||
|
||||
args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, Origin, Scale, spriteEffects, 1);
|
||||
|
||||
base.Draw(args);
|
||||
}
|
||||
|
||||
protected override void TryMove(SpriteUpdateContext context)
|
||||
{
|
||||
//YPosition += 2;
|
||||
//if (YPosition > context.ViewTransform.ScreenHeight / 5 - BoundBox.Y / 2)
|
||||
//{
|
||||
// if (YPosition < context.ViewTransform.ScreenHeight / 2 - BoundBox.Y / 2)
|
||||
// {
|
||||
// if (XPosition < context.ViewTransform.ScreenWidth / 2)
|
||||
// {
|
||||
// XVelocity = 2;
|
||||
// }
|
||||
// else if (XPosition > context.ViewTransform.ScreenWidth / 2)
|
||||
// {
|
||||
// XVelocity = -2;
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// XVelocity = 0;
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
protected override void TryFire(SpriteUpdateContext context)
|
||||
{
|
||||
if (CurrentFireThreshold > 0)
|
||||
{
|
||||
CurrentFireThreshold--;
|
||||
}
|
||||
|
||||
if (CurrentFireThreshold == 0 && context.Random.Next(0, 50) == 1)
|
||||
{
|
||||
float originX = XPosition + (BoundBox.Width / 2) - (7 / 2);
|
||||
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, -1, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 3, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 1, 2 + YVelocity, this));
|
||||
|
||||
CurrentFireThreshold = FireThreshold;
|
||||
|
||||
context.AudioManager.PlayEnemyFire();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
using AlienAttack.MonoGame.Things.Muzzles;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships.TypeA;
|
||||
|
||||
public abstract class ShipTypeA(int x, int y) : EnemyShip(x, y)
|
||||
{
|
||||
public override Vector2 GetMuzzleLocal(MuzzleId muzzle)
|
||||
{
|
||||
return muzzle switch
|
||||
{
|
||||
MuzzleId.Left => new(20, 49),
|
||||
MuzzleId.Center => new(31.5f, 49),
|
||||
MuzzleId.Right => new(43, 49),
|
||||
_ => new(),
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
using AlienAttack.MonoGame.Things.Bullets;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships.TypeA;
|
||||
|
||||
public class TealShipTypeA : ShipTypeA
|
||||
{
|
||||
protected int FireThreshold => 20;
|
||||
protected int CurrentFireThreshold { get; set; } = 20;
|
||||
protected override int Health { get; set; } = 5;
|
||||
|
||||
public TealShipTypeA(int x, int y) : base(x, y)
|
||||
{
|
||||
BoundBox = new Rectangle(0, 0, 64, 64);
|
||||
YVelocity = 1;
|
||||
XVelocity = 3;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteDrawArgs args)
|
||||
{
|
||||
int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1;
|
||||
SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
|
||||
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Teal_Frame_{frame}_png_processed");
|
||||
//SpriteEffects spriteEffects = SpriteEffects.None;
|
||||
|
||||
args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, Origin, Scale, spriteEffects, 1);
|
||||
|
||||
base.Draw(args);
|
||||
}
|
||||
|
||||
protected override void TryMove(SpriteUpdateContext context)
|
||||
{
|
||||
if (XPosition + BoundBox.Width >= context.ViewTransform.ScreenWidth)
|
||||
{
|
||||
XPosition = context.ViewTransform.ScreenWidth - BoundBox.Width;
|
||||
XVelocity *= -1;
|
||||
}
|
||||
else if (XPosition <= 0)
|
||||
{
|
||||
XPosition = 0;
|
||||
XVelocity *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TryFire(SpriteUpdateContext context)
|
||||
{
|
||||
if (CurrentFireThreshold > 0)
|
||||
{
|
||||
CurrentFireThreshold--;
|
||||
}
|
||||
|
||||
if (CurrentFireThreshold == 0 && context.Random.Next(0, 50) == 1)
|
||||
{
|
||||
float originX = XPosition + (BoundBox.Width / 2) - (7 / 2);
|
||||
|
||||
//context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
//context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, -1, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 3, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 1, 2 + YVelocity, this));
|
||||
|
||||
CurrentFireThreshold = FireThreshold;
|
||||
|
||||
context.AudioManager.PlayEnemyFire();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
using AlienAttack.MonoGame.Things.Bullets;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships.TypeB;
|
||||
|
||||
public class GreenShipTypeB : ShipTypeB
|
||||
{
|
||||
public const int Width = 64;
|
||||
public const int Height = 64;
|
||||
|
||||
protected int FireThreshold => 20;
|
||||
protected int CurrentFireThreshold { get; set; } = 20;
|
||||
protected override int Health { get; set; } = 5;
|
||||
|
||||
public GreenShipTypeB(int x, int y) : base(x, y)
|
||||
{
|
||||
BoundBox = new(0, 0, Width, Height);
|
||||
YVelocity = 2;
|
||||
XVelocity = 0;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteDrawArgs args)
|
||||
{
|
||||
int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1;
|
||||
SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
|
||||
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy02Green_Frame_{frame}_png_processed");
|
||||
//SpriteEffects spriteEffects = SpriteEffects.None;
|
||||
|
||||
args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, Origin, Scale, spriteEffects, 1);
|
||||
|
||||
base.Draw(args);
|
||||
}
|
||||
|
||||
protected override void TryMove(SpriteUpdateContext context)
|
||||
{
|
||||
if (XPosition + BoundBox.Width >= context.ViewTransform.ScreenWidth)
|
||||
{
|
||||
XPosition = context.ViewTransform.ScreenWidth - BoundBox.Width;
|
||||
XVelocity *= -1;
|
||||
}
|
||||
else if (XPosition <= 0)
|
||||
{
|
||||
XPosition = 0;
|
||||
XVelocity *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TryFire(SpriteUpdateContext context)
|
||||
{
|
||||
if (CurrentFireThreshold > 0)
|
||||
{
|
||||
CurrentFireThreshold--;
|
||||
}
|
||||
|
||||
if (CurrentFireThreshold == 0 && context.Random.Next(0, 30) == 1)
|
||||
{
|
||||
float originX = XPosition + (BoundBox.Width / 2) - (7 / 2);
|
||||
|
||||
//context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
//context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, -1, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 3, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 1, 2 + YVelocity, this));
|
||||
|
||||
CurrentFireThreshold = FireThreshold;
|
||||
|
||||
context.AudioManager.PlayEnemyFire();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
using AlienAttack.MonoGame.Things.Bullets;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships.TypeB;
|
||||
|
||||
public class RedShipTypeB : ShipTypeB
|
||||
{
|
||||
public const int Width = 64;
|
||||
public const int Height = 64;
|
||||
|
||||
protected int FireThreshold => 20;
|
||||
protected int CurrentFireThreshold { get; set; } = 20;
|
||||
protected override int Health { get; set; } = 5;
|
||||
|
||||
public RedShipTypeB(int x, int y) : base(x, y)
|
||||
{
|
||||
BoundBox = new(0, 0, Width, Height);
|
||||
YVelocity = 3;
|
||||
XVelocity = 0;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteDrawArgs args)
|
||||
{
|
||||
int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1;
|
||||
SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
|
||||
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy02Red_Frame_{frame}_png_processed");
|
||||
//SpriteEffects spriteEffects = SpriteEffects.None;
|
||||
|
||||
args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, Origin, Scale, spriteEffects, 1);
|
||||
|
||||
base.Draw(args);
|
||||
}
|
||||
|
||||
protected override void TryMove(SpriteUpdateContext context)
|
||||
{
|
||||
if (XPosition + BoundBox.Width >= context.ViewTransform.ScreenWidth)
|
||||
{
|
||||
XPosition = context.ViewTransform.ScreenWidth - BoundBox.Width;
|
||||
XVelocity *= -1;
|
||||
}
|
||||
else if (XPosition <= 0)
|
||||
{
|
||||
XPosition = 0;
|
||||
XVelocity *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TryFire(SpriteUpdateContext context)
|
||||
{
|
||||
if (CurrentFireThreshold > 0)
|
||||
{
|
||||
CurrentFireThreshold--;
|
||||
}
|
||||
|
||||
if (CurrentFireThreshold == 0 && context.Random.Next(0, 30) == 1)
|
||||
{
|
||||
float originX = XPosition + (BoundBox.Width / 2) - (7 / 2);
|
||||
|
||||
//context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
//context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, -1, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 3, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 1, 2 + YVelocity, this));
|
||||
|
||||
CurrentFireThreshold = FireThreshold;
|
||||
|
||||
context.AudioManager.PlayEnemyFire();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
using AlienAttack.MonoGame.Things.Muzzles;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships.TypeB;
|
||||
|
||||
public abstract class ShipTypeB(int x, int y) : EnemyShip(x, y)
|
||||
{
|
||||
// TODO
|
||||
public override Vector2 GetMuzzleLocal(MuzzleId muzzle)
|
||||
{
|
||||
return muzzle switch
|
||||
{
|
||||
MuzzleId.Left => new(20, 49),
|
||||
MuzzleId.Center => new(31.5f, 49),
|
||||
MuzzleId.Right => new(43, 49),
|
||||
_ => new(),
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
using AlienAttack.MonoGame.Things.Bullets;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace AlienAttack.MonoGame.Things.Enemies.Ships.TypeB;
|
||||
|
||||
public class TealShipTypeB : ShipTypeB
|
||||
{
|
||||
public const int Width = 64;
|
||||
public const int Height = 64;
|
||||
|
||||
protected int FireThreshold => 20;
|
||||
protected int CurrentFireThreshold { get; set; } = 20;
|
||||
protected override int Health { get; set; } = 5;
|
||||
|
||||
public TealShipTypeB(int x, int y) : base(x, y)
|
||||
{
|
||||
BoundBox = new(0, 0, Width, Height);
|
||||
YVelocity = 1;
|
||||
XVelocity = 4;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteDrawArgs args)
|
||||
{
|
||||
int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1;
|
||||
SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
|
||||
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy02_Teal_Frame_{frame}_png_processed");
|
||||
//SpriteEffects spriteEffects = SpriteEffects.None;
|
||||
|
||||
args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, Origin, Scale, spriteEffects, 1);
|
||||
|
||||
base.Draw(args);
|
||||
}
|
||||
|
||||
protected override void TryMove(SpriteUpdateContext context)
|
||||
{
|
||||
if (XPosition + BoundBox.Width >= context.ViewTransform.ScreenWidth)
|
||||
{
|
||||
XPosition = context.ViewTransform.ScreenWidth - BoundBox.Width;
|
||||
XVelocity *= -1;
|
||||
}
|
||||
else if (XPosition <= 0)
|
||||
{
|
||||
XPosition = 0;
|
||||
XVelocity *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TryFire(SpriteUpdateContext context)
|
||||
{
|
||||
if (CurrentFireThreshold > 0)
|
||||
{
|
||||
CurrentFireThreshold--;
|
||||
}
|
||||
|
||||
if (CurrentFireThreshold == 0 && context.Random.Next(0, 30) == 1)
|
||||
{
|
||||
float originX = XPosition + (BoundBox.Width / 2) - (7 / 2);
|
||||
|
||||
//context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
//context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
|
||||
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, -1, 3 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 3, YPosition + BoundBox.Height - 12, 0, 3 + YVelocity, this));
|
||||
context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 1, 3 + YVelocity, this));
|
||||
|
||||
CurrentFireThreshold = FireThreshold;
|
||||
|
||||
context.AudioManager.PlayEnemyFire();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user