Beispiel #1
0
 // CONSTRUCTOR
 public Enemy(Texture2D[] textures, int x, int y, Player p, Game1 game)
     : base(x, y, textures)
 {
     isActive     = true;
     this.p       = p;
     speed        = 3;
     hitboxImage  = textures[2];
     direction    = DirectionBear.FaceDown;
     prevX        = this.X;
     prevY        = this.Y;
     timePerFrame = 1.0 / fps;
     position     = new Rectangle(x, y, 50, 100);
     hitBoxX      = x;
     hitBoxY      = y + (100 / 4 * 3);
     hitBox       = new Rectangle(hitBoxX, hitBoxY, position.Width, position.Height / 4);
     this.game    = game;
 }
Beispiel #2
0
        //To see what direction state the Bears are in
        public void BearDirectionCheck()
        {
            switch (this.direction)
            {
            //For is the character is Facing Down
            case DirectionBear.FaceDown:
                if (this.PrevY > this.Y)
                {
                    this.direction = DirectionBear.WalkDown;
                }
                else if (this.PrevX < this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkLeft;
                }
                else if (this.PrevY < this.Y)
                {
                    this.direction = DirectionBear.WalkUp;
                }
                else if (this.PrevX > this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkRight;
                }
                else
                {
                    this.direction = DirectionBear.FaceDown;
                }
                break;

            //For is the character is walking down
            case DirectionBear.WalkDown:
                if (this.PrevY > this.Y)
                {
                    this.direction = DirectionBear.WalkDown;
                }
                else if (this.PrevX < this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkLeft;
                }
                else if (this.PrevY < this.Y)
                {
                    this.direction = DirectionBear.WalkUp;
                }
                else if (this.PrevX > this.X && prevY == this.Y)
                {
                    this.direction = DirectionBear.WalkRight;
                }
                else
                {
                    this.direction = DirectionBear.FaceDown;
                }
                break;

            //For is the character is facing left
            case DirectionBear.FaceLeft:
                if (this.PrevY > this.Y)
                {
                    this.direction = DirectionBear.WalkDown;
                }
                else if (this.PrevX < this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkLeft;
                }
                else if (this.PrevY < this.Y)
                {
                    this.direction = DirectionBear.WalkUp;
                }
                else if (this.PrevX > this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkRight;
                }
                else
                {
                    this.direction = DirectionBear.FaceLeft;
                }
                break;

            //For is the character is walking Left
            case DirectionBear.WalkLeft:
                if (this.PrevY > this.Y)
                {
                    this.direction = DirectionBear.WalkDown;
                }
                else if (this.PrevX < this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkLeft;
                }
                else if (this.PrevY < this.Y)
                {
                    this.direction = DirectionBear.WalkUp;
                }
                else if (this.PrevX > this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkRight;
                }
                else
                {
                    direction = DirectionBear.FaceLeft;
                }
                break;

            //For is the character is facing up
            case DirectionBear.FaceUp:
                if (this.PrevY > this.Y)
                {
                    this.direction = DirectionBear.WalkDown;
                }
                else if (this.PrevX < this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkLeft;
                }
                else if (this.PrevY < this.Y)
                {
                    this.direction = DirectionBear.WalkUp;
                }
                else if (this.PrevX > this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkRight;
                }
                else
                {
                    this.direction = DirectionBear.FaceUp;
                }
                break;

            //For is the character is walking up
            case DirectionBear.WalkUp:
                if (this.PrevY > this.Y)
                {
                    this.direction = DirectionBear.WalkDown;
                }
                else if (this.PrevX < this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkLeft;
                }
                else if (this.PrevY < this.Y)
                {
                    this.direction = DirectionBear.WalkUp;
                }
                else if (this.PrevX > this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkRight;
                }
                else
                {
                    this.direction = DirectionBear.FaceUp;
                }
                break;

            //For is the character is facing right
            case DirectionBear.FaceRight:
                if (this.PrevY > this.Y)
                {
                    this.direction = DirectionBear.WalkDown;
                }
                else if (this.PrevX < this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkLeft;
                }
                else if (this.PrevY < this.Y)
                {
                    this.direction = DirectionBear.WalkUp;
                }
                else if (this.PrevX > this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkRight;
                }
                else
                {
                    this.direction = DirectionBear.FaceRight;
                }
                break;

            //For is the character is walking right
            case DirectionBear.WalkRight:
                if (this.PrevY > this.Y)
                {
                    this.direction = DirectionBear.WalkDown;
                }
                else if (this.PrevX < this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkLeft;
                }
                else if (this.PrevY < this.Y)
                {
                    this.direction = DirectionBear.WalkUp;
                }
                else if (this.PrevX > this.X && this.PrevY == this.Y)
                {
                    this.direction = DirectionBear.WalkRight;
                }
                else
                {
                    this.direction = DirectionBear.FaceRight;
                }
                break;
            }
        }