74 lines
2.5 KiB
C#
74 lines
2.5 KiB
C#
using AlienAttack.MonoGame.Things.Bullets;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace AlienAttack.MonoGame.Things.Enemies;
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public class RedEnemy : EnemyShip
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{
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protected int FireThreshold => 20;
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protected int CurrentFireThreshold { get; set; } = 20;
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protected override int Health { get; set; } = 5;
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public RedEnemy(int x, int y) : base(x, y)
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{
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BoundBox = new Rectangle(0, 0, 64, 64);
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YVelocity = 1.5f;
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}
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public override void Draw(SpriteDrawArgs args)
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{
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int frame = XVelocity > 0 ? 2 : XVelocity < 0 ? 3 : 1;
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SpriteEffects spriteEffects = XVelocity > 0 ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
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Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Red_Frame_{frame}_png_processed");
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//SpriteEffects spriteEffects = SpriteEffects.None;
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args.SpriteBatch.Draw(texture, Position, null, DrawColor, 0, new Vector2(0, 0), 1, spriteEffects, 1);
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base.Draw(args);
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}
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protected override void TryMove(SpriteUpdateContext context)
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{
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//YPosition += 2;
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//if (YPosition > context.ViewTransform.ScreenHeight / 5 - BoundBox.Y / 2)
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//{
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// if (YPosition < context.ViewTransform.ScreenHeight / 2 - BoundBox.Y / 2)
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// {
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// if (XPosition < context.ViewTransform.ScreenWidth / 2)
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// {
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// XVelocity = 2;
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// }
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// else if (XPosition > context.ViewTransform.ScreenWidth / 2)
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// {
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// XVelocity = -2;
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// }
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// }
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// else
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// {
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// XVelocity = 0;
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// }
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//}
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}
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protected override void TryFire(SpriteUpdateContext context)
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{
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if (CurrentFireThreshold > 0)
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{
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CurrentFireThreshold--;
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}
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if (CurrentFireThreshold == 0 && context.Random.Next(0, 50) == 1)
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{
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float originX = XPosition + (BoundBox.Width / 2) - (7 / 2);
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context.SpawnSprite(new MinigunBulletSmall(originX - 9, YPosition + BoundBox.Height - 12, -1, 2 + YVelocity, this));
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context.SpawnSprite(new MinigunBulletSmall(originX + 3, YPosition + BoundBox.Height - 12, 0, 2 + YVelocity, this));
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context.SpawnSprite(new MinigunBulletSmall(originX + 14, YPosition + BoundBox.Height - 12, 1, 2 + YVelocity, this));
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CurrentFireThreshold = FireThreshold;
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context.AudioManager.PlayEnemyFire();
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}
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}
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} |