Added more sound effects. Added initial weapon muzzle fire logic.
This commit is contained in:
12
AlientAttack.MonoGame/Things/Weapons/Anchor.cs
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12
AlientAttack.MonoGame/Things/Weapons/Anchor.cs
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namespace AlienAttack.MonoGame.Things.Weapons;
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public enum Anchor
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{
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TopLeft,
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TopCenter,
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TopRight,
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Center,
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BottomLeft,
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BottomCenter,
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BottomRight
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}
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43
AlientAttack.MonoGame/Things/Weapons/FireBulletContext.cs
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43
AlientAttack.MonoGame/Things/Weapons/FireBulletContext.cs
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using AlienAttack.MonoGame.Things.Bullets;
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using AlienAttack.MonoGame.Things.Muzzles;
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using Microsoft.Xna.Framework;
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using System;
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namespace AlienAttack.MonoGame.Things.Weapons;
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internal record FireBulletContext
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{
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public Sprite Owner { get; init; }
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public SpriteUpdateContext SpriteUpdateContext { get; init; }
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public int BulletWidth { get; init; }
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public int BulletHeight { get; init; }
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public Anchor Anchor { get; init; }
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public Shot[] Shots { get; init; }
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public Func<float, float, float, float, Sprite, Bullet> Factory { get; init; }
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}
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public record Shot
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{
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public float OffsetX { get; init; }
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public float OffsetY { get; init; }
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public float XVelocity { get; init; }
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public float YVelocity { get; init; }
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}
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internal record FireBulletFromMuzzleContext
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{
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public Sprite Owner { get; init; }
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public SpriteUpdateContext SpriteUpdateContext { get; init; }
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public int BulletWidth { get; init; }
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public int BulletHeight { get; init; }
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public MuzzleShot[] Shots { get; init; }
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public Vector2 ExtraOffset { get; init; } = default;
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public Func<float, float, float, float, Sprite, Bullet> Factory { get; init; }
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}
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public record MuzzleShot
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{
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public MuzzleId Muzzle { get; init; }
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public float XVelocity { get; init; }
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public float YVelocity { get; init; }
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}
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@@ -1,9 +1,9 @@
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using AlienAttack.MonoGame.Things.Bullets;
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using Microsoft.Xna.Framework.Audio;
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using AlienAttack.MonoGame.Things.Muzzles;
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namespace AlienAttack.MonoGame.Things.Weapons;
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public class Minigun : Weapon
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internal class Minigun : Weapon
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{
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public override int FireThreshold => 15;
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@@ -31,7 +31,49 @@ public class Minigun : Weapon
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}
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}
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public class FastMinigun : Weapon
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internal class MinigunSpread : Weapon
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{
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public override int FireThreshold => 20;
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public override void Fire(Sprite owner, SpriteUpdateContext context)
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{
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// Calculate bullet spawn positions relative to the player's bounding box
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int x1 = (int)owner.XPosition + 14;
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int x2 = (int)owner.XPosition + owner.BoundBox.Width - 16;
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int x3 = (int)owner.XPosition + owner.BoundBox.Width / 2 - 1;
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int y = (int)owner.YPosition + 10;
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MinigunBulletLarge bullet1 = new(x1, y, -1, -6, owner);
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MinigunBulletLarge bullet2 = new(x2, y, 1, -6, owner);
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MinigunBulletLarge bullet3 = new(x3, y-16, 0, -6, owner);
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//context.SpawnSprite(bullet1);
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//context.SpawnSprite(bullet2);
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//context.SpawnSprite(bullet3);
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FireBulletFromMuzzleContext fireBulletContext = new()
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{
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Owner = owner,
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SpriteUpdateContext = context,
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BulletWidth = MinigunBulletLarge.Width,
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BulletHeight = MinigunBulletLarge.Height,
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Factory = (x, y, vx, vy2, o) => new MinigunBulletLarge(x, y, vx, vy2, o),
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ExtraOffset = new(4f, 0),
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Shots =
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[
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new() { Muzzle = MuzzleId.Left, XVelocity = -1, YVelocity = -6 },
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new() { Muzzle = MuzzleId.Right, XVelocity = 1, YVelocity = -6 },
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new() { Muzzle = MuzzleId.Center, XVelocity = 0, YVelocity = -6 }
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]
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};
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FireFromMuzzle(fireBulletContext);
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context.AudioManager.PlayPlayerFire();
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}
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}
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internal class FastMinigun : Weapon
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{
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public override int FireThreshold => 10;
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@@ -1,6 +1,12 @@
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namespace AlienAttack.MonoGame.Things.Weapons;
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using AlienAttack.MonoGame.Things.Bullets;
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using AlienAttack.MonoGame.Things.Muzzles;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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public abstract class Weapon : IWeapon
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namespace AlienAttack.MonoGame.Things.Weapons;
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internal abstract class Weapon : IWeapon
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{
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public abstract int FireThreshold { get; }
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public int CurrentFireThreshold { get; private set; }
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@@ -23,4 +29,59 @@ public abstract class Weapon : IWeapon
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}
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public abstract void Fire(Sprite owner, SpriteUpdateContext context);
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protected static void FireBullet(FireBulletContext context)
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{
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var (x, y) = ComputeAnchorPosition(context);
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foreach (Shot shot in context.Shots)
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{
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Bullet bullet = context.Factory(x + shot.OffsetX, y + shot.OffsetY, shot.XVelocity, shot.YVelocity, context.Owner);
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context.SpriteUpdateContext.SpawnSprite(bullet);
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}
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}
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private static (float x, float y) ComputeAnchorPosition(FireBulletContext context)
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{
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Sprite owner = context.Owner;
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int bw = context.BulletWidth;
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int bh = context.BulletHeight;
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Anchor anchor = context.Anchor;
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float left = owner.XPosition;
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float top = owner.YPosition;
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float right = owner.XPosition + owner.BoundBox.Width;
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float bottom = owner.YPosition + owner.BoundBox.Height;
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return anchor switch
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{
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Anchor.TopLeft => (left, top - bh),
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Anchor.TopCenter => (left + (owner.BoundBox.Width - bw) / 2f, top - bh),
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Anchor.TopRight => (right - bw, top - bh),
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Anchor.Center => (left + (owner.BoundBox.Width - bw) / 2f, top + (owner.BoundBox.Height - bh) / 2f),
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Anchor.BottomLeft => (left, bottom),
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Anchor.BottomCenter => (left + (owner.BoundBox.Width - bw) / 2f, bottom),
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Anchor.BottomRight => (right - bw, bottom),
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_ => (left, top)
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};
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}
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protected static void FireFromMuzzle(FireBulletFromMuzzleContext context)
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{
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if (context.Owner is not Player player)
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return;
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foreach (MuzzleShot shot in context.Shots)
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{
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var m = player.Muzzles.First(x => x.Id == shot.Muzzle).LocalPx;
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Vector2 worldMuzzle = MuzzleMath.GetMuzzleWorld(player, m);
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Vector2 bulletPos = MuzzleMath.CenterBulletOn(worldMuzzle, context.BulletWidth, context.BulletHeight) + context.ExtraOffset;
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Bullet bullet = context.Factory(bulletPos.X, bulletPos.Y, shot.XVelocity, shot.YVelocity, context.Owner);
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context.SpriteUpdateContext.SpawnSprite(bullet);
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}
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}
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}
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