using AlienAttack.MonoGame.Things.Bullets; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace AlienAttack.MonoGame.Things.Enemies; public class Enemy02Teal : EnemyShip { public const int Width = 64; public const int Height = 64; protected int FireThreshold => 20; protected int CurrentFireThreshold { get; set; } = 20; protected override int Health { get; set; } = 5; public Enemy02Teal(int x, int y) : base(x, y) { BoundBox = new(0, 0, Width, Height); YVelocity = 1; XVelocity = 4; } 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\Enemy02_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); } protected override void TryMove(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; } } protected override void TryFire(SpriteUpdateContext context) { if (CurrentFireThreshold > 0) { CurrentFireThreshold--; } if (CurrentFireThreshold == 0 && context.Random.Next(0, 30) == 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)); context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, -1, 3 + YVelocity, this)); context.SpawnSprite(new MinigunBulletSmall(originX + 3, YPosition + BoundBox.Height - 12, 0, 3 + YVelocity, this)); context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 1, 3 + YVelocity, this)); CurrentFireThreshold = FireThreshold; context.AudioManager.PlayEnemyFire(); } } }