Updated enemies. Added boost.
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@@ -1,29 +1,27 @@
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using AlienAttack.MonoGame.Things.Bullets;
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using AlienAttack.MonoGame.Things.Weapons;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace AlienAttack.MonoGame.Things.Enemies;
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internal class RedEnemy : MoveableSprite
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{
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//Enemy01_Green_Frame_1_png_processed
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protected int Health { get; set; } = 10;
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protected int FireThreshold => 20;
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protected int CurrentFireThreshold { get; set; } = 20;
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protected int Health { get; set; } = 5;
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public RedEnemy(int x, int y) : base(x, y)
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{
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BoundBox = new Rectangle(0, 0, 64, 64);
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YVelocity = 2;
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//ActiveWeapons.Add(new Minigun());
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//ActiveWeapons.Add(new FastMinigun());
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}
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public override void Draw(SpriteDrawArgs args)
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{
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Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Red_Frame_1_png_processed");
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SpriteEffects spriteEffects = SpriteEffects.None;
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int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1;
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SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
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Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Red_Frame_{frame}_png_processed");
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//SpriteEffects spriteEffects = SpriteEffects.None;
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args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, new Vector2(0, 0), 1, spriteEffects, 1);
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@@ -33,6 +31,24 @@ internal class RedEnemy : MoveableSprite
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public override void Update(SpriteUpdateContext context)
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{
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//YPosition += 2;
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//if (YPosition > context.ViewTransform.ScreenHeight / 5 - BoundBox.Y / 2)
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//{
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// if (YPosition < context.ViewTransform.ScreenHeight / 2 - BoundBox.Y / 2)
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// {
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// if (XPosition < context.ViewTransform.ScreenWidth / 2)
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// {
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// XVelocity = 2;
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// }
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// else if (XPosition > context.ViewTransform.ScreenWidth / 2)
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// {
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// XVelocity = -2;
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// }
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// }
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// else
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// {
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// XVelocity = 0;
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// }
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//}
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if (Health <= 0)
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{
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@@ -47,23 +63,27 @@ internal class RedEnemy : MoveableSprite
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return;
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}
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//CheckMove(context);
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CheckFire(context);
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TryFire(context);
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base.Update(context);
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}
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private void CheckFire(SpriteUpdateContext context)
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private void TryFire(SpriteUpdateContext context)
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{
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//foreach (IWeapon weapon in ActiveWeapons)
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//{
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// weapon.UpdateFireThreshold();
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//}
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if (CurrentFireThreshold > 0)
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{
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CurrentFireThreshold--;
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}
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//foreach (IWeapon weapon in ActiveWeapons)
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//{
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// weapon.TryFire(this, context);
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//}
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if (CurrentFireThreshold == 0 && context.Random.Next(0, 20) == 1)
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{
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float originX = XPosition + (BoundBox.Width / 2) - (7 / 2);
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context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
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context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
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CurrentFireThreshold = FireThreshold;
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}
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}
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public override void OnCollision(SpriteCollisionContext context)
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