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

74 lines
2.5 KiB
C#

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