using AlienAttack.MonoGame.Things.Bullets; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Graphics; namespace AlienAttack.MonoGame.Things.Enemies; internal class TealEnemy : EnemyShip { protected int FireThreshold => 20; protected int CurrentFireThreshold { get; set; } = 20; protected int Health { get; set; } = 5; public TealEnemy(int x, int y) : base(x, y) { BoundBox = new Rectangle(0, 0, 64, 64); YVelocity = 1; XVelocity = 3; } public override void Draw(SpriteDrawArgs args) { int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1; SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None; Texture2D texture = args.Content.Load(@$"Sprites\Enemy01_Teal_Frame_{frame}_png_processed"); //SpriteEffects spriteEffects = SpriteEffects.None; args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, new Vector2(0, 0), 1, spriteEffects, 1); base.Draw(args); } public override void Update(SpriteUpdateContext context) { if (XPosition + BoundBox.Width >= context.ViewTransform.ScreenWidth) { XPosition = context.ViewTransform.ScreenWidth - BoundBox.Width; XVelocity *= -1; } else if (XPosition <= 0) { XPosition = 0; XVelocity *= -1; } if (Health <= 0) { IsDead = true; SpawnExplosion(context); return; } if (YPosition > context.ViewTransform.ScreenHeight) { IsDead = true; return; } //CheckMove(context); TryFire(context); base.Update(context); } private void SpawnExplosion(SpriteUpdateContext context) { context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity)); int number = context.Random.Next(1, 7); SoundEffect soundEffect = context.Content.Load(@$"Sfx\Explosions\EXPLDsgn_Explosion Impact_0{number}_SFRMS_SCIWPNS"); soundEffect.Play(0.95f, (float)(context.Random.NextDouble() * 0.1 - 0.05), 0); } private void TryFire(SpriteUpdateContext context) { if (CurrentFireThreshold > 0) { CurrentFireThreshold--; } if (CurrentFireThreshold == 0 && context.Random.Next(0, 50) == 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; } } 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; } } }