Beispiel #1
0
        public ProximitySensor(Touching dir, Red_Boss parent) : base(Vector2.Zero, Drawing.DrawOrder.ENTITIES)
        {
            visible     = false;
            this.parent = parent;
            direction   = dir;
            switch (dir)
            {
            case Touching.UP:
                width              = parent.width;
                height             = 8;
                offset_from_parent = new(0, -21);
                break;

            case Touching.DOWN:
                width              = parent.width + 4;
                height             = 12;
                offset_from_parent = new(0, parent.height + 8);
                break;

            case Touching.LEFT:
                width              = 12;
                height             = parent.height + 20;
                offset_from_parent = new(-18, -10);
                break;

            case Touching.RIGHT:
                width              = 8;
                height             = parent.height + 16;
                offset_from_parent = new(parent.width + 7, -8);
                break;
            }
        }
Beispiel #2
0
        public void Spawn(Touching dir, Red_Boss parent)
        {
            if (dir.HasFlag(Touching.UP))
            {
                Position = parent.Position + new Vector2(16 * t_index - 14, -13);
            }
            else if (dir.HasFlag(Touching.LEFT))
            {
                Position = parent.Position + new Vector2(-14, 16 * t_index - 16);
            }
            else if (dir.HasFlag(Touching.RIGHT))
            {
                Position = parent.Position + new Vector2(parent.width + 2, 16 * t_index - 16);
            }
            else if (dir.HasFlag(Touching.DOWN))
            {
                Position = parent.Position + new Vector2(16 * t_index - 14, parent.height + 2);
            }
            else
            {
                //player isn't close in any direction, so random locations
                Vector2 ul = MapUtilities.GetRoomUpperLeftPos(GlobalState.CurrentMapGrid);
                Position.X = ul.X + 16 + 12 * (1 + t_index) + GlobalState.RNG.Next(-5, 6);
                Position.Y = ul.Y + 16 * GlobalState.RNG.Next(1, 4) + GlobalState.RNG.Next(-5, 6) + tentacle.height - height;
            }

            tentacle.Position = Position + Vector2.UnitY * (height - 3 - tentacle.height);
            tentacle.y_push   = tentacle.height;

            Flicker(0.7f + (float)GlobalState.RNG.NextDouble());
            state = StateLogic();
        }
Beispiel #3
0
        public SmallWave(Red_Boss parent) : base(Vector2.Zero, "red_boss_small_wave", 16, 64, Drawing.DrawOrder.BG_ENTITIES)
        {
            spawn_point = MapUtilities.GetRoomUpperLeftPos(GlobalState.CurrentMapGrid) + new Vector2(96, 48);
            AddAnimation("move", CreateAnimFrameArray(0, 1), 8);
            AddAnimation("rise", CreateAnimFrameArray(2, 3), 8);
            AddAnimation("fall", CreateAnimFrameArray(1, 2, 3, 4), 8, false);

            exists    = false;
            immovable = true;
        }
Beispiel #4
0
 public Ripple(Red_Boss parent) : base(parent.Position, "red_boss_ripple", 48, 8, Drawing.DrawOrder.BG_ENTITIES)
 {
     AddAnimation("a", CreateAnimFrameArray(0, 1), 12);
     Play("a");
     this.parent = parent;
 }