private void Inteligencia3(GameTime gameTime) { int lado = 0; if (currentJefeState.Equals(JefeState.Normal)) { lado = rnd.Next(0, 2); Desde = new Point(0, 4); Hasta = new Point(4, 4); if (lado == 0) { direccion = new Vector2(-1, -1); getEfecto = SpriteEffects.None; } else { direccion = new Vector2(1, -1); getEfecto = SpriteEffects.FlipHorizontally; } currentJefeState = JefeState.Preparandose; } if (preparandoseSpriteTime <= 1600) { preparandoseSpriteTime += gameTime.ElapsedGameTime.Milliseconds; } else { Desde = new Point(0, 0); Hasta = new Point(0, 0); preparandoseSpriteTime = 0; } }
private void Inteligencia4(GameTime gameTime) { if (currentJefeState.Equals(JefeState.Preparandose)) { Desde = new Point(0, 0); Hasta = new Point(3, 1); direccion = new Vector2(0, 1); speed = new Vector2(1f, 1f); dispara = false; currentJefeState = JefeState.Agresivo; } if (agresivoSpriteTime < 1600) agresivoSpriteTime += gameTime.ElapsedGameTime.Milliseconds; else { agresivoSpriteTime = 0; dispara = true; Desde = new Point(3, 1); Hasta = new Point(3, 1); } }
private void Inteligencia2(GameTime gameTime, Rectangle clientBounds) { if (!currentJefeState.Equals(JefeState.Normal)) { Desde = new Point(0, 2); Hasta = new Point(4, 2); dispara = false; currentJefeState = JefeState.Normal; } if (normalSpriteTime > 1600) { Desde = new Point(0, 3); Hasta = new Point(0, 3); normalSpriteTime = 0; float dirx = -1 + rnd.Next(0, 3); float diry = -1 + rnd.Next(0, 3); direccion = new Vector2(dirx, diry); if (dirx < 0) getEfecto = SpriteEffects.None; else if (dirx > 0) getEfecto = SpriteEffects.FlipHorizontally; } else normalSpriteTime += gameTime.ElapsedGameTime.Milliseconds; }