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

81 lines
2.7 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 System.Collections.Generic;
namespace AlienAttack.MonoGame.Things.Enemies;
public class GreenEnemy : EnemyShip
{
//Enemy01_Green_Frame_1_png_processed
protected ICollection<IWeapon> ActiveWeapons = [];
protected int FireThreshold => 20;
protected int CurrentFireThreshold { get; set; } = 20;
protected override 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);
}
protected override void TryFire(SpriteUpdateContext context)
{
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;
context.AudioManager.PlayEnemyFire();
}
}
protected override void OnKilled(SpriteUpdateContext context)
{
int itemXPosition = (int)XPosition + 32 - Item.Width / 2;
int itemYPosition = (int)YPosition + 32 - Item.Height / 2;
switch (context.Random.Next(0, 5))
{
case 0:
context.SpawnSprite(new Health(itemXPosition, itemYPosition));
break;
case 1:
context.SpawnSprite(new Shields(itemXPosition, itemYPosition));
break;
case 2:
context.SpawnSprite(new Ammo(itemXPosition, itemYPosition));
break;
case 3:
context.SpawnSprite(new Energy(itemXPosition, itemYPosition));
break;
case 4:
context.SpawnSprite(new Rockets(itemXPosition, itemYPosition));
break;
}
}
}