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117
AlientAttack.MonoGame/Things/Enemies/Enemy.cs
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117
AlientAttack.MonoGame/Things/Enemies/Enemy.cs
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using AlienAttack.MonoGame.Things.Bullets;
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using AlienAttack.MonoGame.Things.Items;
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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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using System;
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using System.Collections.Generic;
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namespace AlienAttack.MonoGame.Things.Enemies;
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internal class Enemy : MoveableSprite
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{
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//Enemy01_Green_Frame_1_png_processed
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protected ICollection<IWeapon> ActiveWeapons = [];
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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 Enemy(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 = 1;
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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_Green_Frame_1_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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base.Draw(args);
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}
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public override void Update(SpriteUpdateContext context)
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{
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//YPosition += 1;
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if (Health <= 0)
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{
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IsDead = true;
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context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity));
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switch (context.Random.Next(0, 4))
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{
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case 0:
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context.SpawnSprite(new Health((int)XPosition, (int)YPosition));
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break;
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case 1:
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context.SpawnSprite(new Shields((int)XPosition, (int)YPosition));
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break;
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case 2:
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context.SpawnSprite(new Ammo((int)XPosition, (int)YPosition));
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break;
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case 3:
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context.SpawnSprite(new Energy((int)XPosition, (int)YPosition));
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break;
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case 4:
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context.SpawnSprite(new Rockets((int)XPosition, (int)YPosition));
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break;
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}
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return;
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}
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if (YPosition > context.ViewTransform.ScreenHeight)
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{
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IsDead = true;
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return;
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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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if (CurrentFireThreshold == 0 && context.Random.Next(0, 100) == 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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//CheckMove(context);
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CheckFire(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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{
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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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//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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}
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public override void OnCollision(SpriteCollisionContext context)
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{
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if (context.Sprite is Bullet bullet && bullet.Owner is Player)
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{
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Health -= bullet.Damage;
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}
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}
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}
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