public override void Update(GameTime gameTime)
        {
            bool attack = true;

            //Decrease cooldowns
            if (this.faceCooldown > 0f)
            {
                this.faceCooldown -= gameTime.ElapsedGameTime.TotalMilliseconds;
            }

            if (this.attackCooldown > 0f)
            {
                this.attackCooldown -= gameTime.ElapsedGameTime.TotalMilliseconds;
                attack = false;
            }

            //Boss is hit : change face
            if (IsHit)
            {
                this.faceState = CrazyDocFaceState.Hit;
                this.faceCooldown = 500f;
            }
            //Change state is necessary
            else if (this.faceCooldown < 0f)
            {
                this.faceState = CrazyDocFaceState.Normal;
            }

            //Random Pattern
            if (this.Pattern.Points.Count < 3)
            {
                for (int i = 0; i < 5; i++)
                {
                    this.movePattern.AddPoint(new Point(
                                           RandomMachine.GetRandomInt(this.DstRect.Width, TGPAContext.Instance.ScreenWidth),
                                           RandomMachine.GetRandomInt(this.DstRect.Height, TGPAContext.Instance.ScreenHeight)));
                }
            }

            //***************************************************************************

            //Find a new attack
            if (attack)
            {
                //(Re)Initialisation
                this.faceState = CrazyDocFaceState.Attack;
                this.faceCooldown = 2000f;
                int rand = RandomMachine.GetRandomInt(0, 6);
                this.speed = new Vector2(150f, 140.0f);

                // Circular attack
                //****************************************************
                if ((rand < 3) && (this.attackType != CrazyDocAttacks.Circular))
                {
                    this.attackType = CrazyDocAttacks.Circular;
                    this.wpn = new CrazyDocCircularWeapon();
                    this.speed = Vector2.Zero;
                    this.attackCooldown = 2500f;
                }
                // Wave attack
                //****************************************************
                else if ((rand <= 5) && (this.attackType != CrazyDocAttacks.Wave))
                {
                    this.attackType = CrazyDocAttacks.Wave;
                    this.wpn = new CrazyDocWaveWeapon();
                    this.speed.X/=2;
                    this.attackCooldown = 3500f;
                }
            // Random shots attack
                //****************************************************
                else
                {
                    this.attackType = CrazyDocAttacks.Random;
                    this.wpn = new CrazyDocRandomWeapon();
                    this.attackCooldown = 2000f;
                }
            }

            //Sprite updates
            //************************************************
            //Facial animation
            switch (this.faceState)
            {
                case CrazyDocFaceState.Normal:
                    this.sRect.Y = 0;
                    break;

                case CrazyDocFaceState.Hit:
                    this.sRect.Y = 256;
                    break;
            }

            base.Update(gameTime);
        }
Beispiel #2
0
        public override void Update(GameTime gameTime)
        {
            bool attack = true;

            //Decrease cooldowns
            if (this.faceCooldown > 0f)
            {
                this.faceCooldown -= gameTime.ElapsedGameTime.TotalMilliseconds;
            }

            if (this.attackCooldown > 0f)
            {
                this.attackCooldown -= gameTime.ElapsedGameTime.TotalMilliseconds;
                attack = false;
            }

            //Boss is hit : change face
            if (IsHit)
            {
                this.faceState    = CrazyDocFaceState.Hit;
                this.faceCooldown = 500f;
            }
            //Change state is necessary
            else if (this.faceCooldown < 0f)
            {
                this.faceState = CrazyDocFaceState.Normal;
            }

            //Random Pattern
            if (this.Pattern.Points.Count < 3)
            {
                for (int i = 0; i < 5; i++)
                {
                    this.movePattern.AddPoint(new Point(
                                                  RandomMachine.GetRandomInt(this.DstRect.Width, TGPAContext.Instance.ScreenWidth),
                                                  RandomMachine.GetRandomInt(this.DstRect.Height, TGPAContext.Instance.ScreenHeight)));
                }
            }

            //***************************************************************************

            //Find a new attack
            if (attack)
            {
                //(Re)Initialisation
                this.faceState    = CrazyDocFaceState.Attack;
                this.faceCooldown = 2000f;
                int rand = RandomMachine.GetRandomInt(0, 6);
                this.speed = new Vector2(150f, 140.0f);

                // Circular attack
                //****************************************************
                if ((rand < 3) && (this.attackType != CrazyDocAttacks.Circular))
                {
                    this.attackType     = CrazyDocAttacks.Circular;
                    this.wpn            = new CrazyDocCircularWeapon();
                    this.speed          = Vector2.Zero;
                    this.attackCooldown = 2500f;
                }
                // Wave attack
                //****************************************************
                else if ((rand <= 5) && (this.attackType != CrazyDocAttacks.Wave))
                {
                    this.attackType     = CrazyDocAttacks.Wave;
                    this.wpn            = new CrazyDocWaveWeapon();
                    this.speed.X       /= 2;
                    this.attackCooldown = 3500f;
                }
                // Random shots attack
                //****************************************************
                else
                {
                    this.attackType     = CrazyDocAttacks.Random;
                    this.wpn            = new CrazyDocRandomWeapon();
                    this.attackCooldown = 2000f;
                }
            }

            //Sprite updates
            //************************************************
            //Facial animation
            switch (this.faceState)
            {
            case CrazyDocFaceState.Normal:
                this.sRect.Y = 0;
                break;

            case CrazyDocFaceState.Hit:
                this.sRect.Y = 256;
                break;
            }


            base.Update(gameTime);
        }