Added more minigum options.

This commit is contained in:
2026-01-02 01:21:02 -05:00
parent df45203227
commit d9d8a08d46
2 changed files with 159 additions and 12 deletions

View File

@@ -61,8 +61,8 @@ internal class Player : MoveableSprite
{
BoundBox = new Rectangle(0, 0, 64, 64);
//ActiveWeapons.Add(new Minigun());
//ActiveWeapons.Add(new FastMinigun());
ActiveWeapons.Add(new MinigunSpread());
ActiveWeapons.Add(new MinigunTripleSpreadFast());
//ActiveWeapons.Add(new MinigunSpread());
Health = 100;
Shield = 100;
}

View File

@@ -73,20 +73,167 @@ internal class MinigunSpread : Weapon
}
}
internal class FastMinigun : Weapon
internal abstract class MinigunSingle : Weapon
{
public override int FireThreshold => 10;
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
// Calculate bullet spawn positions relative to the player's bounding box
float x = (owner.Position.X - (7/2) + owner.BoundBox.Width / 2);
float y = owner.YPosition - 16;
FireBulletFromMuzzleContext fireBulletContext = new()
{
Owner = owner,
SpriteUpdateContext = context,
BulletWidth = MinigunBulletSmall.Width,
BulletHeight = MinigunBulletSmall.Height,
Factory = (x, y, vx, vy2, o) => new MinigunBulletSmall(x, y, vx, vy2, o),
ExtraOffset = new(4f, 0),
Shots =
[
new() { Muzzle = MuzzleId.Center, XVelocity = 0, YVelocity = -6 }
]
};
// Create bullets with velocity (0, -4)
MinigunBulletSmall bullet = new(x, y, 0, -6, owner);
FireFromMuzzle(fireBulletContext);
// Queue the bullets for spawning
context.SpawnSprite(bullet);
context.AudioManager.PlayPlayerFire();
}
}
internal class MinigunSingleSlow : MinigunSingle
{
public override int FireThreshold => 20;
}
internal class MinigunSingleAverage : MinigunSingle
{
public override int FireThreshold => 15;
}
internal class MinigunSingleFast : MinigunSingle
{
public override int FireThreshold => 10;
}
internal abstract class MinigunDouble : Weapon
{
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
FireBulletFromMuzzleContext fireBulletContext = new()
{
Owner = owner,
SpriteUpdateContext = context,
BulletWidth = MinigunBulletMedium.Width,
BulletHeight = MinigunBulletMedium.Height,
Factory = (x, y, vx, vy2, o) => new MinigunBulletMedium(x, y, vx, vy2, o),
ExtraOffset = new(4f, 0),
Shots =
[
new() { Muzzle = MuzzleId.Left, XVelocity = 0, YVelocity = -6 },
new() { Muzzle = MuzzleId.Right, XVelocity = 0, YVelocity = -6 }
]
};
FireFromMuzzle(fireBulletContext);
context.AudioManager.PlayPlayerFire();
}
}
internal class MinigunDoubleSlow : MinigunDouble
{
public override int FireThreshold => 30;
}
internal class MinigunDoubleAverage : MinigunDouble
{
public override int FireThreshold => 20;
}
internal class MinigunDoubleFast : MinigunDouble
{
public override int FireThreshold => 15;
}
internal abstract class MinigunTriple : Weapon
{
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
FireBulletFromMuzzleContext fireBulletContext = new()
{
Owner = owner,
SpriteUpdateContext = context,
BulletWidth = MinigunBulletMedium.Width,
BulletHeight = MinigunBulletMedium.Height,
Factory = (x, y, vx, vy2, o) => new MinigunBulletMedium(x, y, vx, vy2, o),
ExtraOffset = new(4f, 0),
Shots =
[
new() { Muzzle = MuzzleId.Left, XVelocity = 0, YVelocity = -6 },
new() { Muzzle = MuzzleId.Center, XVelocity = 0, YVelocity = -6 },
new() { Muzzle = MuzzleId.Right, XVelocity = 0, YVelocity = -6 }
]
};
FireFromMuzzle(fireBulletContext);
context.AudioManager.PlayPlayerFire();
}
}
internal class MinigunTripleSlow : MinigunTriple
{
public override int FireThreshold => 30;
}
internal class MinigunTripleAverage : MinigunTriple
{
public override int FireThreshold => 20;
}
internal class MinigunTripleFast : MinigunTriple
{
public override int FireThreshold => 15;
}
internal abstract class MinigunTripleSpread : Weapon
{
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
FireBulletFromMuzzleContext fireBulletContext = new()
{
Owner = owner,
SpriteUpdateContext = context,
BulletWidth = MinigunBulletLarge.Width,
BulletHeight = MinigunBulletLarge.Height,
Factory = (x, y, vx, vy2, o) => new MinigunBulletLarge(x, y, vx, vy2, o),
ExtraOffset = new(4f, 0),
Shots =
[
new() { Muzzle = MuzzleId.Left, XVelocity = -1, YVelocity = -6 },
new() { Muzzle = MuzzleId.Right, XVelocity = 1, YVelocity = -6 },
new() { Muzzle = MuzzleId.Center, XVelocity = 0, YVelocity = -6 }
]
};
FireFromMuzzle(fireBulletContext);
context.AudioManager.PlayPlayerFire();
}
}
internal class MinigunTripleSpreadSlow : MinigunTripleSpread
{
public override int FireThreshold => 30;
}
internal class MinigunTripleSpreadAverage : MinigunTripleSpread
{
public override int FireThreshold => 20;
}
internal class MinigunTripleSpreadFast : MinigunTripleSpread
{
public override int FireThreshold => 15;
}