Updated enemies. Added boost.

This commit is contained in:
2025-12-20 21:51:24 -05:00
parent f7e3fe0a47
commit ecdc501752
10 changed files with 464 additions and 279 deletions

View File

@@ -181,7 +181,7 @@ internal class GameLoop : GameLoopBase
if (randomNumber == 0)
{
Enemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
GreenEnemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
Sprites.Add(enemy);
_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
}
@@ -191,6 +191,12 @@ internal class GameLoop : GameLoopBase
Sprites.Add(enemy);
_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
}
else if (randomNumber == 2)
{
TealEnemy enemy = new(_random.Next(0, ViewTransform.ScreenWidth - 64), -64);
Sprites.Add(enemy);
_spawnNewEnemyThreshold = 100 + _random.Next(0, 100);
}
}
}
}

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@@ -1,51 +1,33 @@
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 Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
namespace AlienAttack.MonoGame.Things.Enemies;
internal class Enemy : MoveableSprite
public abstract class Enemy(int x, int y) : MoveableSprite(x, y)
{
//Enemy01_Green_Frame_1_png_processed
protected ICollection<IWeapon> ActiveWeapons = [];
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
protected int Health { get; set; } = 5;
public Enemy(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, new Vector2(0, 0), 1, spriteEffects, 1);
base.Draw(args);
}
protected abstract int Health { get; set; }
public override void Update(SpriteUpdateContext context)
{
//YPosition += 1;
CheckDeath(context);
base.Update(context);
}
private void CheckDeath(SpriteUpdateContext context)
{
if (YPosition > context.ViewTransform.ScreenHeight)
{
IsDead = true;
return;
}
if (Health <= 0)
{
IsDead = true;
context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity));
switch (context.Random.Next(0, 4))
switch (context.Random.Next(0, 5))
{
case 0:
context.SpawnSprite(new Health((int)XPosition, (int)YPosition));
@@ -66,45 +48,6 @@ internal class Enemy : MoveableSprite
return;
}
if (YPosition > context.ViewTransform.ScreenHeight)
{
IsDead = true;
return;
}
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;
}
//CheckMove(context);
CheckFire(context);
base.Update(context);
}
private void CheckFire(SpriteUpdateContext context)
{
//foreach (IWeapon weapon in ActiveWeapons)
//{
// weapon.UpdateFireThreshold();
//}
//foreach (IWeapon weapon in ActiveWeapons)
//{
// weapon.TryFire(this, context);
//}
}
public override void OnCollision(SpriteCollisionContext context)

View File

@@ -0,0 +1,117 @@
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 Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
namespace AlienAttack.MonoGame.Things.Enemies;
internal class GreenEnemy : MoveableSprite
{
//Enemy01_Green_Frame_1_png_processed
protected ICollection<IWeapon> ActiveWeapons = [];
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
protected int Health { get; set; } = 5;
public GreenEnemy(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, new Vector2(0, 0), 1, spriteEffects, 1);
base.Draw(args);
}
public override void Update(SpriteUpdateContext context)
{
//YPosition += 1;
if (Health <= 0)
{
IsDead = true;
context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity));
switch (context.Random.Next(0, 5))
{
case 0:
context.SpawnSprite(new Health((int)XPosition, (int)YPosition));
break;
case 1:
context.SpawnSprite(new Shields((int)XPosition, (int)YPosition));
break;
case 2:
context.SpawnSprite(new Ammo((int)XPosition, (int)YPosition));
break;
case 3:
context.SpawnSprite(new Energy((int)XPosition, (int)YPosition));
break;
case 4:
context.SpawnSprite(new Rockets((int)XPosition, (int)YPosition));
break;
}
return;
}
if (YPosition > context.ViewTransform.ScreenHeight)
{
IsDead = true;
return;
}
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;
}
//CheckMove(context);
CheckFire(context);
base.Update(context);
}
private void CheckFire(SpriteUpdateContext context)
{
//foreach (IWeapon weapon in ActiveWeapons)
//{
// weapon.UpdateFireThreshold();
//}
//foreach (IWeapon weapon in ActiveWeapons)
//{
// weapon.TryFire(this, context);
//}
}
public override void OnCollision(SpriteCollisionContext context)
{
if (context.Sprite is Bullet bullet && bullet.Owner is Player)
{
Health -= bullet.Damage;
}
}
}

View File

@@ -1,29 +1,27 @@
using AlienAttack.MonoGame.Things.Bullets;
using AlienAttack.MonoGame.Things.Weapons;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace AlienAttack.MonoGame.Things.Enemies;
internal class RedEnemy : MoveableSprite
{
//Enemy01_Green_Frame_1_png_processed
protected int Health { get; set; } = 10;
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
protected int Health { get; set; } = 5;
public RedEnemy(int x, int y) : base(x, y)
{
BoundBox = new Rectangle(0, 0, 64, 64);
YVelocity = 2;
//ActiveWeapons.Add(new Minigun());
//ActiveWeapons.Add(new FastMinigun());
}
public override void Draw(SpriteDrawArgs args)
{
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Red_Frame_1_png_processed");
SpriteEffects spriteEffects = SpriteEffects.None;
int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1;
SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Red_Frame_{frame}_png_processed");
//SpriteEffects spriteEffects = SpriteEffects.None;
args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, new Vector2(0, 0), 1, spriteEffects, 1);
@@ -33,6 +31,24 @@ internal class RedEnemy : MoveableSprite
public override void Update(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;
// }
//}
if (Health <= 0)
{
@@ -47,23 +63,27 @@ internal class RedEnemy : MoveableSprite
return;
}
//CheckMove(context);
CheckFire(context);
TryFire(context);
base.Update(context);
}
private void CheckFire(SpriteUpdateContext context)
private void TryFire(SpriteUpdateContext context)
{
//foreach (IWeapon weapon in ActiveWeapons)
//{
// weapon.UpdateFireThreshold();
//}
if (CurrentFireThreshold > 0)
{
CurrentFireThreshold--;
}
//foreach (IWeapon weapon in ActiveWeapons)
//{
// weapon.TryFire(this, context);
//}
if (CurrentFireThreshold == 0 && context.Random.Next(0, 20) == 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;
}
}
public override void OnCollision(SpriteCollisionContext context)

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@@ -0,0 +1,89 @@
using AlienAttack.MonoGame.Things.Bullets;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace AlienAttack.MonoGame.Things.Enemies;
internal class TealEnemy : MoveableSprite
{
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
protected int Health { get; set; } = 5;
public TealEnemy(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, new Vector2(0, 0), 1, spriteEffects, 1);
base.Draw(args);
}
public override void Update(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;
}
if (Health <= 0)
{
IsDead = true;
context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity));
return;
}
if (YPosition > context.ViewTransform.ScreenHeight)
{
IsDead = true;
return;
}
//CheckMove(context);
TryFire(context);
base.Update(context);
}
private 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));
CurrentFireThreshold = FireThreshold;
}
}
public override void OnCollision(SpriteCollisionContext context)
{
if (context.Sprite is Bullet bullet && bullet.Owner is Player)
{
Health -= bullet.Damage;
}
}
}

View File

@@ -12,7 +12,7 @@ internal abstract class Item : MoveableSprite
private float _omega = 2.2f; // radians/sec (speed of orbit)
private float _scale = 1f;
protected string? TextureName;
protected string TextureName;
public Item(int x, int y) : base(x, y)
{

View File

@@ -21,7 +21,8 @@ internal enum MoveFlag
Left = 1,
Right = 2,
Up = 4,
Down = 8
Down = 8,
Boost = 16
}
public class DrwaState
@@ -184,6 +185,11 @@ internal class Player : MoveableSprite
MoveThreshold = 0;
}
if (MoveFlags.HasFlag(MoveFlag.Boost))
{
XVelocity *= 1.5f;
}
if (XPosition < 0)
{
XPosition = 0;
@@ -229,6 +235,11 @@ internal class Player : MoveableSprite
{
MoveFlags |= MoveFlag.Right;
}
if (gamepadState.Buttons.RightShoulder == ButtonState.Pressed)
{
MoveFlags |= MoveFlag.Boost;
}
}
private void CheckFire(SpriteUpdateContext context)

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@@ -0,0 +1,13 @@
using Microsoft.Xna.Framework;
namespace AlienAttack.MonoGame.Things.Stars;
internal struct Star
{
public Vector2 Pos;
public float Size;
public float Alpha;
public float TwinkleSpeed;
public float TwinkleT;
}

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@@ -0,0 +1,134 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace AlienAttack.MonoGame.Things.Stars;
internal sealed class StarLayer
{
private readonly Random _rng;
private readonly int _count;
//private readonly float _speed;
private readonly Vector2 _velocity; // pixels/sec
private readonly float _minSize, _maxSize;
private readonly float _minAlpha, _maxAlpha;
private int _w, _h;
private readonly Star[] _stars;
public StarLayer(Random rng, int count, Vector2 velocityPxPerSec, float minSize, float maxSize, float minAlpha, float maxAlpha)
{
_rng = rng;
_count = count;
//_speed = speedPxPerSec;
_velocity = velocityPxPerSec;
_minSize = minSize;
_maxSize = maxSize;
_minAlpha = minAlpha;
_maxAlpha = maxAlpha;
_stars = new Star[_count];
}
public void Initialize(int screenWidth, int screenHeight)
{
_w = screenWidth;
_h = screenHeight;
for (int i = 0; i < _stars.Length; i++)
_stars[i] = CreateStar(randomY: true);
}
public void OnResize(int screenWidth, int screenHeight)
{
// Keep existing stars but clamp/wrap them into the new bounds.
_w = screenWidth;
_h = screenHeight;
for (int i = 0; i < _stars.Length; i++)
{
var s = _stars[i];
s.Pos.X = Wrap(s.Pos.X, _w);
s.Pos.Y = Wrap(s.Pos.Y, _h);
_stars[i] = s;
}
}
public void Update(float dt)
{
for (int i = 0; i < _stars.Length; i++)
{
var s = _stars[i];
// Move down (positive Y). Add slight horizontal drift if you want:
// s.Pos.X += s.DriftX * dt;
//s.Pos.Y += _speed * dt;
s.Pos += _velocity * dt;
// Wrap X continuously so diagonal drift never runs out of stars
if (s.Pos.X < -s.Size) s.Pos.X = _w + s.Size;
if (s.Pos.X > _w + s.Size) s.Pos.X = -s.Size;
if (s.Pos.Y >= _h + s.Size)
{
// Respawn at top; keep it entering from above
s = CreateStar(randomY: false);
s.Pos.Y = -s.Size;
}
// Optional subtle twinkle:
s.TwinkleT += dt * s.TwinkleSpeed;
_stars[i] = s;
}
}
public void Draw(SpriteBatch sb, Texture2D pixel)
{
for (int i = 0; i < _stars.Length; i++)
{
var s = _stars[i];
float twinkle = 1f;
if (s.TwinkleSpeed > 0f)
twinkle = 0.85f + 0.15f * (float)Math.Sin(s.TwinkleT);
var color = Color.White * (s.Alpha * twinkle);
// Draw as a scaled 1x1 pixel (super fast)
sb.Draw(pixel, s.Pos, null, color, 0f, Vector2.Zero, s.Size, SpriteEffects.None, 0f);
}
}
private Star CreateStar(bool randomY)
{
float x = (float)_rng.NextDouble() * _w;
float y = randomY ? (float)_rng.NextDouble() * _h : 0f;
float size = Lerp(_minSize, _maxSize, (float)_rng.NextDouble());
float alpha = Lerp(_minAlpha, _maxAlpha, (float)_rng.NextDouble());
// Twinkle: keep it more common on “near” layers by setting a nonzero speed range
float twinkleSpeed = Lerp(0f, 6f, (float)_rng.NextDouble()) * 0.4f; // tweak or set 0 for none
return new Star
{
Pos = new Vector2(x, y),
Size = size,
Alpha = alpha,
TwinkleSpeed = twinkleSpeed,
TwinkleT = (float)_rng.NextDouble() * MathF.PI * 2f
};
}
private static float Wrap(float v, float max)
{
if (max <= 0) return 0;
v %= max;
if (v < 0) v += max;
return v;
}
private static float Lerp(float a, float b, float t) => a + (b - a) * t;
}

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@@ -1,190 +1,42 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace AlienAttack.MonoGame.Things.Stars
namespace AlienAttack.MonoGame.Things.Stars;
internal sealed class Starfield(int seed = 12345)
{
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
private readonly List<StarLayer> _layers = [];
private readonly Random _rng = new(seed);
public sealed class Starfield
public void AddLayer(int count, Vector2 velocityPxPerSec, float minSize, float maxSize, float minAlpha, float maxAlpha)
{
private readonly List<StarLayer> _layers = new();
private readonly Random _rng;
public Starfield(int seed = 12345) => _rng = new Random(seed);
public void AddLayer(int count, Vector2 velocityPxPerSec, float minSize, float maxSize, float minAlpha, float maxAlpha)
{
_layers.Add(new StarLayer(_rng, count, velocityPxPerSec, minSize, maxSize, minAlpha, maxAlpha));
}
public void Initialize(int screenWidth, int screenHeight)
{
foreach (var layer in _layers)
layer.Initialize(screenWidth, screenHeight);
}
public void OnResize(int screenWidth, int screenHeight)
{
foreach (var layer in _layers)
layer.OnResize(screenWidth, screenHeight);
}
public void Update(GameTime gameTime)
{
float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
foreach (var layer in _layers)
layer.Update(dt);
}
public void Draw(SpriteBatch spriteBatch, Texture2D pixel)
{
foreach (var layer in _layers)
layer.Draw(spriteBatch, pixel);
}
private sealed class StarLayer
{
private readonly Random _rng;
private readonly int _count;
//private readonly float _speed;
private readonly Vector2 _velocity; // pixels/sec
private readonly float _minSize, _maxSize;
private readonly float _minAlpha, _maxAlpha;
private int _w, _h;
private readonly Star[] _stars;
public StarLayer(Random rng, int count, Vector2 velocityPxPerSec, float minSize, float maxSize, float minAlpha, float maxAlpha)
{
_rng = rng;
_count = count;
//_speed = speedPxPerSec;
_velocity = velocityPxPerSec;
_minSize = minSize;
_maxSize = maxSize;
_minAlpha = minAlpha;
_maxAlpha = maxAlpha;
_stars = new Star[_count];
}
public void Initialize(int screenWidth, int screenHeight)
{
_w = screenWidth;
_h = screenHeight;
for (int i = 0; i < _stars.Length; i++)
_stars[i] = CreateStar(randomY: true);
}
public void OnResize(int screenWidth, int screenHeight)
{
// Keep existing stars but clamp/wrap them into the new bounds.
_w = screenWidth;
_h = screenHeight;
for (int i = 0; i < _stars.Length; i++)
{
var s = _stars[i];
s.Pos.X = Wrap(s.Pos.X, _w);
s.Pos.Y = Wrap(s.Pos.Y, _h);
_stars[i] = s;
}
}
public void Update(float dt)
{
for (int i = 0; i < _stars.Length; i++)
{
var s = _stars[i];
// Move down (positive Y). Add slight horizontal drift if you want:
// s.Pos.X += s.DriftX * dt;
//s.Pos.Y += _speed * dt;
s.Pos += _velocity * dt;
// Wrap X continuously so diagonal drift never runs out of stars
if (s.Pos.X < -s.Size) s.Pos.X = _w + s.Size;
if (s.Pos.X > _w + s.Size) s.Pos.X = -s.Size;
if (s.Pos.Y >= _h + s.Size)
{
// Respawn at top; keep it entering from above
s = CreateStar(randomY: false);
s.Pos.Y = -s.Size;
}
// Optional subtle twinkle:
s.TwinkleT += dt * s.TwinkleSpeed;
_stars[i] = s;
}
}
public void Draw(SpriteBatch sb, Texture2D pixel)
{
for (int i = 0; i < _stars.Length; i++)
{
var s = _stars[i];
float twinkle = 1f;
if (s.TwinkleSpeed > 0f)
twinkle = 0.85f + 0.15f * (float)Math.Sin(s.TwinkleT);
var color = Color.White * (s.Alpha * twinkle);
// Draw as a scaled 1x1 pixel (super fast)
sb.Draw(pixel, s.Pos, null, color, 0f, Vector2.Zero, s.Size, SpriteEffects.None, 0f);
}
}
private Star CreateStar(bool randomY)
{
float x = (float)_rng.NextDouble() * _w;
float y = randomY ? (float)_rng.NextDouble() * _h : 0f;
float size = Lerp(_minSize, _maxSize, (float)_rng.NextDouble());
float alpha = Lerp(_minAlpha, _maxAlpha, (float)_rng.NextDouble());
// Twinkle: keep it more common on “near” layers by setting a nonzero speed range
float twinkleSpeed = Lerp(0f, 6f, (float)_rng.NextDouble()) * 0.4f; // tweak or set 0 for none
return new Star
{
Pos = new Vector2(x, y),
Size = size,
Alpha = alpha,
TwinkleSpeed = twinkleSpeed,
TwinkleT = (float)_rng.NextDouble() * MathF.PI * 2f
};
}
private static float Wrap(float v, float max)
{
if (max <= 0) return 0;
v %= max;
if (v < 0) v += max;
return v;
}
private static float Lerp(float a, float b, float t) => a + (b - a) * t;
private struct Star
{
public Vector2 Pos;
public float Size;
public float Alpha;
public float TwinkleSpeed;
public float TwinkleT;
}
}
_layers.Add(new StarLayer(_rng, count, velocityPxPerSec, minSize, maxSize, minAlpha, maxAlpha));
}
}
public void Initialize(int screenWidth, int screenHeight)
{
foreach (var layer in _layers)
layer.Initialize(screenWidth, screenHeight);
}
public void OnResize(int screenWidth, int screenHeight)
{
foreach (var layer in _layers)
layer.OnResize(screenWidth, screenHeight);
}
public void Update(GameTime gameTime)
{
float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
foreach (var layer in _layers)
layer.Update(dt);
}
public void Draw(SpriteBatch spriteBatch, Texture2D pixel)
{
foreach (var layer in _layers)
layer.Draw(spriteBatch, pixel);
}
}