Ejemplo n.º 1
0
 public BigDaddy(object sprite, Vector2 speed, Vector2 locate, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id)
     : base(sprite, speed, locate, 0, enemySize, enemySize2, face, id)
 {
     LeftBody = new List<Texture2D>();
     RightBody = new List<Texture2D>();
     LeftDriver = new List<Texture2D>();
     RightDriver = new List<Texture2D>();
     ScenceList = new List<ScenceNode>();
     ElecList = new List<ElecBall>();
     this.Name = AIBase.BossID.StrikeBoss;
     this.CurrentStatus = BigDaddyStatus.Best;
     this.Status = AIBase.Status.Alarm;
     AIBase.ScenceList = this.ScenceList;
     this.Current = 0;
     this.BeAttack = false;
 }
Ejemplo n.º 2
0
        public void AttackStyle1Update(GameTime gameTime)
        {
            switch (this.Attack1Status)
            {
                case AttackStyle1.Charge:
                    if (this.Current <= 3 * BigDaddy.Duration)
                    {
                        this.Speed = AIBase.Player.Locate - this.Locate;
                        this.Current++;
                    }
                    else
                    {
                        this.Speed.Length = this.Speed.Length / 2 + 200;
                        this.Attack1Status = AttackStyle1.Strike;
                        this.Current = 0;
                    }
                    break;
                case AttackStyle1.Strike:
                    this.PostionGenerate(gameTime);
                    if (!AIBase.SenceManager.IntersectPixels(this.Postion, (int)(this.EnemySize + 30)))
                    {
                        this.LocateConfirm();
                    }
                    else
                    {
                        this.Attack1Status = AttackStyle1.Judge;
                    }
                    break;
                case AttackStyle1.Judge:
                    foreach (var ptr in ScenceList)
                    {
                        Console.WriteLine(this.GetZuanTouPostion());
                        if (this.GetZuanTouPostion().X > ptr.Area.X && this.GetZuanTouPostion().X < ptr.Area.X + ptr.Area.Width
                            && this.GetZuanTouPostion().Y > ptr.Area.Y && this.GetZuanTouPostion().Y < ptr.Area.Y + ptr.Area.Height
                            )
                        {
                            this.Attack1Status = AttackStyle1.Stucked;
                            ptr.Status = false;
                            break;
                        }
                        else
                        {
                            this.Attack1Status = AttackStyle1.Backward;
                            this.BeAttack = false;
                        }
                    }

                    break;
                case AttackStyle1.Stucked:

                    if (this.Current <= BigDaddy.Duration * 4)
                    {
                        this.Current++;

                        if ((this.GetWeakPostion() - AIBase.Player.Locate).Length() < 80
                            && AIBase.Player.Status == AIBase.Status.Attck
                            )
                        {
                            if (this.CurrentStatus == BigDaddyStatus.Best && !this.BeAttack)
                            {
                                this.CurrentStatus = BigDaddyStatus.Good;
                                this.BeAttack = true;
                            }
                            else if (this.CurrentStatus == BigDaddyStatus.Good && !this.BeAttack)
                            {
                                this.CurrentStatus = BigDaddyStatus.Weak;
                                this.BeAttack = true;
                            }
                            else if (this.CurrentStatus == BigDaddyStatus.Weak && !this.BeAttack)
                            {
                                this.CurrentStatus = BigDaddyStatus.Bad;
                                this.BeAttack = true;
                            }
                        }

                    }
                    else
                    {
                        this.Current = 0;
                        this.Attack1Status = AttackStyle1.Backward;
                    }

                    break;
                case AttackStyle1.Backward:
                    if (this.Current <= BigDaddy.Duration * 2)
                    {
                        this.Speed = new Vector2(512) - this.Postion;
                        this.PostionGenerate(gameTime);
                        this.LocateConfirm();
                        this.Current++;
                    }
                    else
                    {
                        this.Status = AIBase.Status.Alarm;
                        this.Current = 0;
                    }
                    break;
            }
        }