Updated enemies. Added boost.
This commit is contained in:
13
AlientAttack.MonoGame/Things/Stars/Star.cs
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13
AlientAttack.MonoGame/Things/Stars/Star.cs
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using Microsoft.Xna.Framework;
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namespace AlienAttack.MonoGame.Things.Stars;
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internal struct Star
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{
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public Vector2 Pos;
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public float Size;
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public float Alpha;
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public float TwinkleSpeed;
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public float TwinkleT;
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}
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134
AlientAttack.MonoGame/Things/Stars/StarLayer.cs
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134
AlientAttack.MonoGame/Things/Stars/StarLayer.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace AlienAttack.MonoGame.Things.Stars;
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internal sealed class StarLayer
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{
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private readonly Random _rng;
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private readonly int _count;
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//private readonly float _speed;
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private readonly Vector2 _velocity; // pixels/sec
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private readonly float _minSize, _maxSize;
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private readonly float _minAlpha, _maxAlpha;
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private int _w, _h;
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private readonly Star[] _stars;
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public StarLayer(Random rng, int count, Vector2 velocityPxPerSec, float minSize, float maxSize, float minAlpha, float maxAlpha)
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{
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_rng = rng;
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_count = count;
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//_speed = speedPxPerSec;
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_velocity = velocityPxPerSec;
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_minSize = minSize;
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_maxSize = maxSize;
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_minAlpha = minAlpha;
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_maxAlpha = maxAlpha;
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_stars = new Star[_count];
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}
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public void Initialize(int screenWidth, int screenHeight)
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{
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_w = screenWidth;
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_h = screenHeight;
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for (int i = 0; i < _stars.Length; i++)
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_stars[i] = CreateStar(randomY: true);
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}
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public void OnResize(int screenWidth, int screenHeight)
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{
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// Keep existing stars but clamp/wrap them into the new bounds.
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_w = screenWidth;
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_h = screenHeight;
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for (int i = 0; i < _stars.Length; i++)
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{
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var s = _stars[i];
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s.Pos.X = Wrap(s.Pos.X, _w);
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s.Pos.Y = Wrap(s.Pos.Y, _h);
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_stars[i] = s;
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}
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}
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public void Update(float dt)
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{
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for (int i = 0; i < _stars.Length; i++)
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{
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var s = _stars[i];
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// Move down (positive Y). Add slight horizontal drift if you want:
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// s.Pos.X += s.DriftX * dt;
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//s.Pos.Y += _speed * dt;
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s.Pos += _velocity * dt;
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// Wrap X continuously so diagonal drift never runs out of stars
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if (s.Pos.X < -s.Size) s.Pos.X = _w + s.Size;
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if (s.Pos.X > _w + s.Size) s.Pos.X = -s.Size;
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if (s.Pos.Y >= _h + s.Size)
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{
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// Respawn at top; keep it entering from above
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s = CreateStar(randomY: false);
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s.Pos.Y = -s.Size;
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}
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// Optional subtle twinkle:
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s.TwinkleT += dt * s.TwinkleSpeed;
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_stars[i] = s;
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}
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}
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public void Draw(SpriteBatch sb, Texture2D pixel)
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{
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for (int i = 0; i < _stars.Length; i++)
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{
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var s = _stars[i];
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float twinkle = 1f;
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if (s.TwinkleSpeed > 0f)
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twinkle = 0.85f + 0.15f * (float)Math.Sin(s.TwinkleT);
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var color = Color.White * (s.Alpha * twinkle);
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// Draw as a scaled 1x1 pixel (super fast)
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sb.Draw(pixel, s.Pos, null, color, 0f, Vector2.Zero, s.Size, SpriteEffects.None, 0f);
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}
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}
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private Star CreateStar(bool randomY)
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{
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float x = (float)_rng.NextDouble() * _w;
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float y = randomY ? (float)_rng.NextDouble() * _h : 0f;
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float size = Lerp(_minSize, _maxSize, (float)_rng.NextDouble());
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float alpha = Lerp(_minAlpha, _maxAlpha, (float)_rng.NextDouble());
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// Twinkle: keep it more common on “near” layers by setting a nonzero speed range
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float twinkleSpeed = Lerp(0f, 6f, (float)_rng.NextDouble()) * 0.4f; // tweak or set 0 for none
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return new Star
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{
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Pos = new Vector2(x, y),
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Size = size,
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Alpha = alpha,
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TwinkleSpeed = twinkleSpeed,
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TwinkleT = (float)_rng.NextDouble() * MathF.PI * 2f
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};
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}
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private static float Wrap(float v, float max)
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{
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if (max <= 0) return 0;
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v %= max;
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if (v < 0) v += max;
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return v;
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}
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private static float Lerp(float a, float b, float t) => a + (b - a) * t;
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}
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@@ -1,190 +1,42 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace AlienAttack.MonoGame.Things.Stars
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namespace AlienAttack.MonoGame.Things.Stars;
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internal sealed class Starfield(int seed = 12345)
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{
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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private readonly List<StarLayer> _layers = [];
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private readonly Random _rng = new(seed);
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public sealed class Starfield
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public void AddLayer(int count, Vector2 velocityPxPerSec, float minSize, float maxSize, float minAlpha, float maxAlpha)
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{
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private readonly List<StarLayer> _layers = new();
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private readonly Random _rng;
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public Starfield(int seed = 12345) => _rng = new Random(seed);
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public void AddLayer(int count, Vector2 velocityPxPerSec, float minSize, float maxSize, float minAlpha, float maxAlpha)
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{
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_layers.Add(new StarLayer(_rng, count, velocityPxPerSec, minSize, maxSize, minAlpha, maxAlpha));
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}
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public void Initialize(int screenWidth, int screenHeight)
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{
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foreach (var layer in _layers)
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layer.Initialize(screenWidth, screenHeight);
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}
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public void OnResize(int screenWidth, int screenHeight)
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{
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foreach (var layer in _layers)
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layer.OnResize(screenWidth, screenHeight);
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}
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public void Update(GameTime gameTime)
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{
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float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
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foreach (var layer in _layers)
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layer.Update(dt);
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}
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public void Draw(SpriteBatch spriteBatch, Texture2D pixel)
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{
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foreach (var layer in _layers)
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layer.Draw(spriteBatch, pixel);
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}
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private sealed class StarLayer
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{
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private readonly Random _rng;
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private readonly int _count;
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//private readonly float _speed;
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private readonly Vector2 _velocity; // pixels/sec
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private readonly float _minSize, _maxSize;
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private readonly float _minAlpha, _maxAlpha;
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private int _w, _h;
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private readonly Star[] _stars;
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public StarLayer(Random rng, int count, Vector2 velocityPxPerSec, float minSize, float maxSize, float minAlpha, float maxAlpha)
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{
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_rng = rng;
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_count = count;
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//_speed = speedPxPerSec;
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_velocity = velocityPxPerSec;
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_minSize = minSize;
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_maxSize = maxSize;
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_minAlpha = minAlpha;
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_maxAlpha = maxAlpha;
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_stars = new Star[_count];
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}
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public void Initialize(int screenWidth, int screenHeight)
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{
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_w = screenWidth;
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_h = screenHeight;
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for (int i = 0; i < _stars.Length; i++)
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_stars[i] = CreateStar(randomY: true);
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}
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public void OnResize(int screenWidth, int screenHeight)
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{
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// Keep existing stars but clamp/wrap them into the new bounds.
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_w = screenWidth;
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_h = screenHeight;
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for (int i = 0; i < _stars.Length; i++)
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{
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var s = _stars[i];
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s.Pos.X = Wrap(s.Pos.X, _w);
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s.Pos.Y = Wrap(s.Pos.Y, _h);
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_stars[i] = s;
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}
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}
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public void Update(float dt)
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{
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for (int i = 0; i < _stars.Length; i++)
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{
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var s = _stars[i];
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// Move down (positive Y). Add slight horizontal drift if you want:
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// s.Pos.X += s.DriftX * dt;
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//s.Pos.Y += _speed * dt;
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s.Pos += _velocity * dt;
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// Wrap X continuously so diagonal drift never runs out of stars
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if (s.Pos.X < -s.Size) s.Pos.X = _w + s.Size;
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if (s.Pos.X > _w + s.Size) s.Pos.X = -s.Size;
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if (s.Pos.Y >= _h + s.Size)
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{
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// Respawn at top; keep it entering from above
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s = CreateStar(randomY: false);
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s.Pos.Y = -s.Size;
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}
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// Optional subtle twinkle:
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s.TwinkleT += dt * s.TwinkleSpeed;
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_stars[i] = s;
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}
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}
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public void Draw(SpriteBatch sb, Texture2D pixel)
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{
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for (int i = 0; i < _stars.Length; i++)
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{
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var s = _stars[i];
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float twinkle = 1f;
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if (s.TwinkleSpeed > 0f)
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twinkle = 0.85f + 0.15f * (float)Math.Sin(s.TwinkleT);
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var color = Color.White * (s.Alpha * twinkle);
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// Draw as a scaled 1x1 pixel (super fast)
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sb.Draw(pixel, s.Pos, null, color, 0f, Vector2.Zero, s.Size, SpriteEffects.None, 0f);
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}
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}
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private Star CreateStar(bool randomY)
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{
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float x = (float)_rng.NextDouble() * _w;
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float y = randomY ? (float)_rng.NextDouble() * _h : 0f;
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float size = Lerp(_minSize, _maxSize, (float)_rng.NextDouble());
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float alpha = Lerp(_minAlpha, _maxAlpha, (float)_rng.NextDouble());
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// Twinkle: keep it more common on “near” layers by setting a nonzero speed range
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float twinkleSpeed = Lerp(0f, 6f, (float)_rng.NextDouble()) * 0.4f; // tweak or set 0 for none
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return new Star
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{
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Pos = new Vector2(x, y),
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Size = size,
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Alpha = alpha,
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TwinkleSpeed = twinkleSpeed,
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TwinkleT = (float)_rng.NextDouble() * MathF.PI * 2f
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};
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}
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private static float Wrap(float v, float max)
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{
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if (max <= 0) return 0;
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v %= max;
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if (v < 0) v += max;
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return v;
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}
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private static float Lerp(float a, float b, float t) => a + (b - a) * t;
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private struct Star
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{
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public Vector2 Pos;
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public float Size;
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public float Alpha;
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public float TwinkleSpeed;
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public float TwinkleT;
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}
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}
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_layers.Add(new StarLayer(_rng, count, velocityPxPerSec, minSize, maxSize, minAlpha, maxAlpha));
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}
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}
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public void Initialize(int screenWidth, int screenHeight)
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{
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foreach (var layer in _layers)
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layer.Initialize(screenWidth, screenHeight);
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}
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public void OnResize(int screenWidth, int screenHeight)
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{
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foreach (var layer in _layers)
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layer.OnResize(screenWidth, screenHeight);
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}
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public void Update(GameTime gameTime)
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{
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float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
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foreach (var layer in _layers)
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layer.Update(dt);
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}
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public void Draw(SpriteBatch spriteBatch, Texture2D pixel)
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{
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foreach (var layer in _layers)
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layer.Draw(spriteBatch, pixel);
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}
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}
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