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

190 lines
5.3 KiB
C#

using AlienAttack.MonoGame.Things.Bullets;
using AlienAttack.MonoGame.Things.Muzzles;
namespace AlienAttack.MonoGame.Things.Weapons;
public class Minigun : Weapon
{
public override int FireThreshold => 15;
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
// Calculate bullet spawn positions relative to the player's bounding box
int x1 = (int)owner.XPosition + 14;
int x2 = (int)owner.XPosition + owner.BoundBox.Width - 16;
int y = (int)owner.YPosition + 10;
// Create bullets with velocity (0, -4)
MinigunBulletLarge bullet1 = new(x1, y, 0, -6, owner);
MinigunBulletLarge bullet2 = new(x2, y, 0, -6, owner);
// Queue the bullets for spawning
context.SpawnSprite(bullet1);
context.SpawnSprite(bullet2);
context.AudioManager.PlayPlayerFire();
}
}
public abstract class MinigunSingle : Weapon
{
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
FireBulletFromMuzzleContext fireBulletContext = new()
{
Owner = owner,
SpriteUpdateContext = context,
BulletWidth = MinigunBulletSmall.Width,
BulletHeight = MinigunBulletSmall.Height,
Factory = (x, y, vx, vy2, o) => new MinigunBulletSmall(x, y, vx, vy2, o),
ExtraOffset = new(4f, 0),
Shots =
[
new() { Muzzle = MuzzleId.Center, XVelocity = 0, YVelocity = -6 }
]
};
FireFromMuzzle(fireBulletContext);
context.AudioManager.PlayPlayerFire();
}
}
public class MinigunSingleSlow : MinigunSingle
{
public override int FireThreshold => 20;
}
public class MinigunSingleAverage : MinigunSingle
{
public override int FireThreshold => 15;
}
public class MinigunSingleFast : MinigunSingle
{
public override int FireThreshold => 10;
}
public abstract class MinigunDouble : Weapon
{
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
FireBulletFromMuzzleContext fireBulletContext = new()
{
Owner = owner,
SpriteUpdateContext = context,
BulletWidth = MinigunBulletMedium.Width,
BulletHeight = MinigunBulletMedium.Height,
Factory = (x, y, vx, vy2, o) => new MinigunBulletMedium(x, y, vx, vy2, o),
ExtraOffset = new(4f, 0),
Shots =
[
new() { Muzzle = MuzzleId.Left, XVelocity = 0, YVelocity = -6 },
new() { Muzzle = MuzzleId.Right, XVelocity = 0, YVelocity = -6 }
]
};
FireFromMuzzle(fireBulletContext);
context.AudioManager.PlayPlayerFire();
}
}
public class MinigunDoubleSlow : MinigunDouble
{
public override int FireThreshold => 30;
}
public class MinigunDoubleAverage : MinigunDouble
{
public override int FireThreshold => 20;
}
public class MinigunDoubleFast : MinigunDouble
{
public override int FireThreshold => 15;
}
public abstract class MinigunTriple : Weapon
{
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
FireBulletFromMuzzleContext fireBulletContext = new()
{
Owner = owner,
SpriteUpdateContext = context,
BulletWidth = MinigunBulletMedium.Width,
BulletHeight = MinigunBulletMedium.Height,
Factory = (x, y, vx, vy2, o) => new MinigunBulletMedium(x, y, vx, vy2, o),
ExtraOffset = new(4f, 0),
Shots =
[
new() { Muzzle = MuzzleId.Left, XVelocity = 0, YVelocity = -6 },
new() { Muzzle = MuzzleId.Center, XVelocity = 0, YVelocity = -6 },
new() { Muzzle = MuzzleId.Right, XVelocity = 0, YVelocity = -6 }
]
};
FireFromMuzzle(fireBulletContext);
context.AudioManager.PlayPlayerFire();
}
}
public class MinigunTripleSlow : MinigunTriple
{
public override int FireThreshold => 30;
}
public class MinigunTripleAverage : MinigunTriple
{
public override int FireThreshold => 20;
}
public class MinigunTripleFast : MinigunTriple
{
public override int FireThreshold => 15;
}
public abstract class MinigunTripleSpread : Weapon
{
public override void Fire(Sprite owner, SpriteUpdateContext context)
{
FireBulletFromMuzzleContext fireBulletContext = new()
{
Owner = owner,
SpriteUpdateContext = context,
BulletWidth = LaserBulletLarge.Width,
BulletHeight = LaserBulletLarge.Height,
Factory = (x, y, vx, vy2, o) => new LaserBulletLarge(x, y, vx, vy2, o),
ExtraOffset = new(4f, 0),
Shots =
[
new() { Muzzle = MuzzleId.Left, XVelocity = -1, YVelocity = -6 },
new() { Muzzle = MuzzleId.Right, XVelocity = 1, YVelocity = -6 },
new() { Muzzle = MuzzleId.Center, XVelocity = 0, YVelocity = -6 }
]
};
FireFromMuzzle(fireBulletContext);
context.AudioManager.PlayPlayerFire();
}
}
public class MinigunTripleSpreadSlow : MinigunTripleSpread
{
public override int FireThreshold => 30;
}
public class MinigunTripleSpreadAverage : MinigunTripleSpread
{
public override int FireThreshold => 20;
}
public class MinigunTripleSpreadFast : MinigunTripleSpread
{
public override int FireThreshold => 15;
}