//-----------------------------------------------------------------------------
        // Constructor
        //-----------------------------------------------------------------------------
        public MonsterZolGreen()
        {
            color			= MonsterColor.Green;
            MaxHealth		= 1;
            ContactDamage	= 1;

            moveSpeed		= 0.75f;
            jumpSpeed		= new RangeF(2.0f);
            stopTime		= new RangeI(48);
            stopAnimation	= GameData.ANIM_MONSTER_ZOL;
            jumpAnimation	= GameData.ANIM_MONSTER_ZOL_JUMP;
        }
        //-----------------------------------------------------------------------------
        // Constructor
        //-----------------------------------------------------------------------------
        public JumpMonster()
        {
            color			= MonsterColor.Red;
            MaxHealth		= 1;
            ContactDamage	= 1;

            moveSpeed		= 1.0f;
            stopTime		= new RangeI(30, 60);
            jumpSpeed		= new RangeF(3, 3);
            stopAnimation	= GameData.ANIM_MONSTER_ZOL;
            jumpAnimation	= GameData.ANIM_MONSTER_ZOL_JUMP;

            syncAnimationWithDirection = false;
        }
Beispiel #3
0
 /** <summary> Constructs a copy of the specified range. </summary> */
 public RangeI(RangeI r)
 {
     this.Min = r.Min;
     this.Max = r.Max;
 }
Beispiel #4
0
 /** <summary> Constructs a copy of the specified range. </summary> */
 public RangeI(RangeI r)
 {
     this.Min	= r.Min;
     this.Max	= r.Max;
 }
        // Movement states:
        //  - moving
        //  - stopped
        //  - paused
        //  - chasing
        //  - shooting??
        //-----------------------------------------------------------------------------
        // Constructor
        //-----------------------------------------------------------------------------
        public BasicMonsterOld()
        {
            color			= MonsterColor.Red;
            MaxHealth		= 1;
            ContactDamage	= 1;

            scaleAnimationSpeed			= false;
            playAnimationOnlyWhenMoving	= true;
            isAnimationHorizontal		= false;

            moveSpeed					= 0.5f;
            numMoveAngles				= 4;
            isMovementDirectionBased	= true;
            changeDirectionsOnCollide	= true;
            syncAnimationWithDirection	= true;
            movesInAir					= false;
            stopTime.Set(30, 60);
            moveTime.Set(30, 50);

            chargeType			= ChargeType.None;
            chargeDuration		= RangeI.Zero;

            shootType			= ShootType.None;
            aimType				= AimType.Forward;
            projectileType		= null;
            shootSpeed			= 2.0f;
            projectileShootOdds	= 5;
            shootPauseDuration	= 30;
        }