Updated asteriods, mines, and explosions.
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@@ -1,6 +1,78 @@
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namespace AlienAttack.MonoGame.Things.Enemies.Mines;
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using AlienAttack.MonoGame.Things.Bullets;
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using Microsoft.Xna.Framework;
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namespace AlienAttack.MonoGame.Things.Enemies.Mines;
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public class RedMine(int x, int y) : Mine(x, y)
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{
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protected bool IsCharging = false;
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protected Vector2 TargetCenter;
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protected override string CoverColor => "Red";
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protected override float ExplodeRadius => 18f;
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protected override int MaxHealth => 10;
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// Tunables
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private const float DetectRange = 200f;
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private const float ChargeSpeed = 5f; // try 3.5–6.0
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protected override void OnUpdate(SpriteUpdateContext context)
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{
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// If not charging yet, see if we should lock on
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if (!IsCharging)
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{
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if (DistanceToPlayer > DetectRange)
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return;
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Charge(context.Player);
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}
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// We are charging: steer directly toward the locked target point
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Vector2 toTarget = TargetCenter - new Vector2(XPosition + Origin.X, YPosition + Origin.Y);
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float dist = toTarget.Length();
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if (dist <= ExplodeRadius)
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{
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IsDead = true;
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// Optionally: explode at target (top-left adjustment)
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XPosition = TargetCenter.X - Origin.X;
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YPosition = TargetCenter.Y - Origin.Y;
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SpawnExplosion(context); // uses current XPosition/YPosition
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return;
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}
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// Normalize direction (avoid NaN if dist == 0)
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Vector2 dir = toTarget / dist;
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// Set velocities for base.Update to apply next frame
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XVelocity = dir.X * ChargeSpeed;
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YVelocity = dir.Y * ChargeSpeed;
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// Optional: if you want it to stop “floating down” once charging
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// (it will anyway, because we overwrite YVelocity)
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}
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public override void OnCollision(SpriteCollisionContext context)
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{
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base.OnCollision(context);
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if (context.Sprite is Bullet bullet && bullet.Owner is Player player && IsCharging == false)
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{
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Charge(player);
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}
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}
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private void Charge(Sprite target)
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{
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IsCharging = true;
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float x = target.XPosition + target.Origin.X;
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float y = target.YPosition + target.Origin.Y;
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TargetCenter = new Vector2(x, y);
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RotationSpeed *= ChargeSpeed;
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}
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}
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