using AlienAttack.MonoGame.Things.Bullets; using Microsoft.Xna.Framework.Audio; namespace AlienAttack.MonoGame.Things.Weapons; public class Minigun : Weapon { public override int FireThreshold => 15; public override void Fire(Sprite owner, SpriteUpdateContext context) { // Calculate bullet spawn positions relative to the player's bounding box int x1 = (int)owner.XPosition + 14; int x2 = (int)owner.XPosition + owner.BoundBox.Width - 16; int y = (int)owner.YPosition + 10; // Create bullets with velocity (0, -4) MinigunBulletLarge bullet1 = new(x1, y, 0, -6, owner); MinigunBulletLarge bullet2 = new(x2, y, 0, -6, owner); // Queue the bullets for spawning context.SpawnSprite(bullet1); context.SpawnSprite(bullet2); int number = context.Random.Next(1, 7); SoundEffect soundEffect = context.Content.Load(@$"Sfx\GUNAuto_Assault Rifle A Fire_0{number}_SFRMS_SCIWPNS"); soundEffect.Play(0.25f, (float)(context.Random.NextDouble() * 0.1 - 0.05), 0); } } public class FastMinigun : Weapon { public override int FireThreshold => 10; public override void Fire(Sprite owner, SpriteUpdateContext context) { // Calculate bullet spawn positions relative to the player's bounding box float x = (owner.Position.X - (7/2) + owner.BoundBox.Width / 2); float y = owner.YPosition - 16; // Create bullets with velocity (0, -4) MinigunBulletSmall bullet = new(x, y, 0, -6, owner); // Queue the bullets for spawning context.SpawnSprite(bullet); } }