Files
alien-attack/AlientAttack.MonoGame/Things/Weapons/Weapon.cs

87 lines
2.8 KiB
C#

using AlienAttack.MonoGame.Things.Bullets;
using AlienAttack.MonoGame.Things.Muzzles;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace AlienAttack.MonoGame.Things.Weapons;
internal abstract class Weapon : IWeapon
{
public abstract int FireThreshold { get; }
public int CurrentFireThreshold { get; private set; }
public void UpdateFireThreshold()
{
if (CurrentFireThreshold > 0)
CurrentFireThreshold--;
}
public bool TryFire(Sprite owner, SpriteUpdateContext context)
{
if (CurrentFireThreshold > 0)
return false;
Fire(owner, context);
CurrentFireThreshold = FireThreshold;
return true;
}
public abstract void Fire(Sprite owner, SpriteUpdateContext context);
protected static void FireBullet(FireBulletContext context)
{
var (x, y) = ComputeAnchorPosition(context);
foreach (Shot shot in context.Shots)
{
Bullet bullet = context.Factory(x + shot.OffsetX, y + shot.OffsetY, shot.XVelocity, shot.YVelocity, context.Owner);
context.SpriteUpdateContext.SpawnSprite(bullet);
}
}
private static (float x, float y) ComputeAnchorPosition(FireBulletContext context)
{
Sprite owner = context.Owner;
int bw = context.BulletWidth;
int bh = context.BulletHeight;
Anchor anchor = context.Anchor;
float left = owner.XPosition;
float top = owner.YPosition;
float right = owner.XPosition + owner.BoundBox.Width;
float bottom = owner.YPosition + owner.BoundBox.Height;
return anchor switch
{
Anchor.TopLeft => (left, top - bh),
Anchor.TopCenter => (left + (owner.BoundBox.Width - bw) / 2f, top - bh),
Anchor.TopRight => (right - bw, top - bh),
Anchor.Center => (left + (owner.BoundBox.Width - bw) / 2f, top + (owner.BoundBox.Height - bh) / 2f),
Anchor.BottomLeft => (left, bottom),
Anchor.BottomCenter => (left + (owner.BoundBox.Width - bw) / 2f, bottom),
Anchor.BottomRight => (right - bw, bottom),
_ => (left, top)
};
}
protected static void FireFromMuzzle(FireBulletFromMuzzleContext context)
{
if (context.Owner is not Player player)
return;
foreach (MuzzleShot shot in context.Shots)
{
var m = player.Muzzles.First(x => x.Id == shot.Muzzle).LocalPx;
Vector2 worldMuzzle = MuzzleMath.GetMuzzleWorld(player, m);
Vector2 bulletPos = MuzzleMath.CenterBulletOn(worldMuzzle, context.BulletWidth, context.BulletHeight) + context.ExtraOffset;
Bullet bullet = context.Factory(bulletPos.X, bulletPos.Y, shot.XVelocity, shot.YVelocity, context.Owner);
context.SpriteUpdateContext.SpawnSprite(bullet);
}
}
}