Updated asteriods, mines, and explosions.
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@@ -384,33 +384,51 @@ 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 == 9)
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{
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GreenTurret enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Turret.MountWidth), -Turret.MountHeight);
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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 == 10)
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{
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RedTurret enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Turret.MountWidth), -Turret.MountHeight);
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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 == 11)
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{
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OrangeTurret enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Turret.MountWidth), -Turret.MountHeight);
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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 == 12)
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{
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TealTurret enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Turret.MountWidth), -Turret.MountHeight);
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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 == 9)
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//{
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// GreenTurret enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Turret.MountWidth), -Turret.MountHeight);
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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 == 10)
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//{
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// RedTurret enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Turret.MountWidth), -Turret.MountHeight);
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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 == 11)
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//{
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// OrangeTurret enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Turret.MountWidth), -Turret.MountHeight);
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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 == 12)
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//{
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// TealTurret enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Turret.MountWidth), -Turret.MountHeight);
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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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Asteroid enemy = new(_random.Next(0, ViewTransform.ScreenWidth - Asteroid.Width), -Asteroid.Height);
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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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