using AlienAttack.MonoGame.Things.Bullets; using AlienAttack.MonoGame.Things.Weapons; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace AlienAttack.MonoGame.Things.Enemies; internal class RedEnemy : MoveableSprite { //Enemy01_Green_Frame_1_png_processed protected int Health { get; set; } = 10; public RedEnemy(int x, int y) : base(x, y) { BoundBox = new Rectangle(0, 0, 64, 64); YVelocity = 2; //ActiveWeapons.Add(new Minigun()); //ActiveWeapons.Add(new FastMinigun()); } public override void Draw(SpriteDrawArgs args) { Texture2D texture = args.Content.Load(@$"Sprites\Enemy01_Red_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 += 2; if (Health <= 0) { IsDead = true; context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity)); return; } if (YPosition > context.ViewTransform.ScreenHeight) { IsDead = true; return; } //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; } } }