Files
alien-attack/AlientAttack.MonoGame/Things/Enemies/Mines/BlueMine.cs

98 lines
2.9 KiB
C#

using Microsoft.Xna.Framework;
using System;
namespace AlienAttack.MonoGame.Things.Enemies.Mines;
public class BlueMine(int x, int y) : Mine(x, y)
{
protected override string CoverColor => "Blue";
protected override float ExplodeRadius => 100f;
protected override int MaxHealth => 10;
protected int IdleThreshold = 100;
protected int CurrentIdleThreshold = 100;
protected bool IsCharging = false;
protected bool TargetReached = false;
protected Vector2 TargetOrigin;
private const float DriftSpeed = 1f;
private const float ChargeSpeed = 4f;
protected override void OnUpdate(SpriteUpdateContext context)
{
// During drift
if (!IsCharging)
{
XVelocity = 0;
YVelocity = DriftSpeed;
CurrentIdleThreshold--;
if (CurrentIdleThreshold > 0)
return;
// Time to pick a target and charge
TargetOrigin = PickTargetBelow(context);
IsCharging = true;
RotationSpeed *= ChargeSpeed;
return;
}
// During charge
Vector2 mineCenter = new(XPosition + Origin.X, YPosition + Origin.Y);
Vector2 toTarget = TargetOrigin - mineCenter;
float dist = toTarget.Length();
// "Arrive" cleanly: if we can reach it this frame, snap + stop charging
float step = ChargeSpeed; // since you're using per-frame velocities
if (dist <= step || dist <= 0.001f)
{
XPosition = TargetOrigin.X - Origin.X;
YPosition = TargetOrigin.Y - Origin.Y;
IsCharging = false;
RotationSpeed = 1.5f;
CurrentIdleThreshold = IdleThreshold;
XVelocity = 0;
YVelocity = DriftSpeed;
return;
}
Vector2 dir = toTarget / dist;
XVelocity = dir.X * ChargeSpeed;
YVelocity = dir.Y * ChargeSpeed;
}
private Vector2 PickTargetBelow(SpriteUpdateContext context)
{
// Mine center in world coords
float mineCenterX = XPosition + Origin.X;
float mineCenterY = YPosition + Origin.Y;
int screenW = context.ViewTransform.ScreenWidth;
int screenH = context.ViewTransform.ScreenHeight;
// Anywhere horizontally:
float x = context.Random.Next(0, screenW);
// Somewhere below the mine, but still on-screen.
// Clamp minY so Random doesn't throw if we're near bottom.
int minY = (int)MathF.Min(mineCenterY + 32f, screenH - 1);
int maxY = screenH;
// If we're already basically at the bottom, just pick the bottom row
float y = (minY < maxY) ? context.Random.Next(minY, maxY) : (screenH - 1);
return new Vector2(x, y);
}
private Vector2 GetTargetDirection()
{
Vector2 toTarget = TargetOrigin - new Vector2(XPosition + Origin.X, YPosition + Origin.Y);
float dist = toTarget.Length();
return toTarget / dist;
}
}