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 System.Collections.Generic; namespace AlienAttack.MonoGame.Things.Enemies; public class GreenEnemy : EnemyShip { //Enemy01_Green_Frame_1_png_processed protected ICollection ActiveWeapons = []; protected int FireThreshold => 20; protected int CurrentFireThreshold { get; set; } = 20; protected override 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(@$"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 override void TryFire(SpriteUpdateContext context) { 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; context.AudioManager.PlayEnemyFire(); } } protected override void OnKilled(SpriteUpdateContext context) { int itemXPosition = (int)XPosition + 32 - Item.Width / 2; int itemYPosition = (int)YPosition + 32 - Item.Height / 2; switch (context.Random.Next(0, 5)) { case 0: context.SpawnSprite(new Health(itemXPosition, itemYPosition)); break; case 1: context.SpawnSprite(new Shields(itemXPosition, itemYPosition)); break; case 2: context.SpawnSprite(new Ammo(itemXPosition, itemYPosition)); break; case 3: context.SpawnSprite(new Energy(itemXPosition, itemYPosition)); break; case 4: context.SpawnSprite(new Rockets(itemXPosition, itemYPosition)); break; } } }