Files
alien-attack/AlientAttack.MonoGame/Things/Enemies/GreenEnemy.cs

122 lines
3.6 KiB
C#

using AlienAttack.MonoGame.Things.Bullets;
using AlienAttack.MonoGame.Things.Items;
using AlienAttack.MonoGame.Things.Weapons;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
namespace AlienAttack.MonoGame.Things.Enemies;
internal class GreenEnemy : EnemyShip
{
//Enemy01_Green_Frame_1_png_processed
protected ICollection<IWeapon> ActiveWeapons = [];
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
protected int Health { get; set; } = 5;
public GreenEnemy(int x, int y) : base(x, y)
{
BoundBox = new Rectangle(0, 0, 64, 64);
YVelocity = 1;
ActiveWeapons.Add(new Minigun());
//ActiveWeapons.Add(new FastMinigun());
}
public override void Draw(SpriteDrawArgs args)
{
Texture2D texture = args.Content.Load<Texture2D>(@$"Sprites\Enemy01_Green_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 += 1;
if (Health <= 0)
{
IsDead = true;
context.SpawnSprite(new Explosion((int)XPosition, (int)YPosition, XVelocity, YVelocity));
switch (context.Random.Next(0, 5))
{
case 0:
context.SpawnSprite(new Health((int)XPosition, (int)YPosition));
break;
case 1:
context.SpawnSprite(new Shields((int)XPosition, (int)YPosition));
break;
case 2:
context.SpawnSprite(new Ammo((int)XPosition, (int)YPosition));
break;
case 3:
context.SpawnSprite(new Energy((int)XPosition, (int)YPosition));
break;
case 4:
context.SpawnSprite(new Rockets((int)XPosition, (int)YPosition));
break;
}
return;
}
if (YPosition > context.ViewTransform.ScreenHeight)
{
IsDead = true;
return;
}
if (CurrentFireThreshold > 0)
{
CurrentFireThreshold--;
}
if (CurrentFireThreshold == 0 && context.Random.Next(0, 100) == 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;
}
//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;
}
if (context.Sprite is Player)
{
Health = 0;
}
}
}