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 : EnemyShip { //Enemy01_Green_Frame_1_png_processed protected ICollection 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(@$"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; } if (context.Sprite is Player) { Health = 0; } } }