Ejemplo n.º 1
0
 public StandBurner(IAudioEngine s, SceneBattle p, int pX, int pY, int power, Panel.COLOR union)
     : base(s, p, pX, pY, union)
 {
     this.height           = 48;
     this.wide             = 40;
     this.hp               = 80;
     this.hitPower         = power;
     this.hpmax            = this.hp;
     this.unionhit         = false;
     this.noslip           = true;
     this.nohit            = true;
     this.animationpoint.X = 12;
     this.motion           = StandBurner.MOTION.up;
     this.guard            = CharacterBase.GUARD.guard;
     this.positionre       = this.position;
     this.PositionDirectSet();
     this.speed = 2;
 }
Ejemplo n.º 2
0
        public override void Updata()
        {
            if (this.moveflame)
            {
                switch (this.motion)
                {
                case StandBurner.MOTION.up:
                    --this.animationpoint.X;
                    switch (this.animationpoint.X)
                    {
                    case 0:
                        this.motion = StandBurner.MOTION.fire;
                        this.frame  = 0;
                        this.speed  = 4;
                        break;

                    case 6:
                        this.nohit = false;
                        break;
                    }
                    break;

                case StandBurner.MOTION.fire:
                    switch (this.frame)
                    {
                    case 1:
                        this.parent.attacks.Add(new Dummy(this.sound, this.parent, this.position.X + this.UnionRebirth, this.position.Y, this.union, new Point(2, 0), 60, true));
                        break;

                    case 12:
                        this.sound.PlaySE(SoundEffect.fire);
                        AttackBase attackBase1 = new ElementFire(this.sound, this.parent, this.position.X + this.UnionRebirth, this.position.Y, this.union, this.hitPower, 18, ChipBase.ELEMENT.heat, false, 0);
                        attackBase1.positionDirect.X -= 48 * this.UnionRebirth;
                        attackBase1.positionDirect.Y += 2f;
                        this.parent.attacks.Add(attackBase1);
                        break;

                    case 15:
                        this.sound.PlaySE(SoundEffect.fire);
                        AttackBase attackBase2 = new ElementFire(this.sound, this.parent, this.position.X + 2 * this.UnionRebirth, this.position.Y, this.union, this.hitPower, 18, ChipBase.ELEMENT.heat, false, 0);
                        attackBase2.positionDirect.X -= 48 * this.UnionRebirth;
                        attackBase2.positionDirect.Y += 2f;
                        this.parent.attacks.Add(attackBase2);
                        break;

                    case 18:
                        this.sound.PlaySE(SoundEffect.fire);
                        AttackBase attackBase3 = new ElementFire(this.sound, this.parent, this.position.X + 3 * this.UnionRebirth, this.position.Y, this.union, this.hitPower, 18, ChipBase.ELEMENT.heat, false, 0);
                        attackBase3.positionDirect.X -= 48 * this.UnionRebirth;
                        attackBase3.positionDirect.Y += 2f;
                        this.parent.attacks.Add(attackBase3);
                        break;

                    case 100:
                        this.motion = StandBurner.MOTION.down;
                        this.frame  = 0;
                        this.speed  = 2;
                        break;
                    }
                    break;

                case StandBurner.MOTION.down:
                    ++this.animationpoint.X;
                    switch (this.animationpoint.X)
                    {
                    case 6:
                        this.nohit = true;
                        break;

                    case 12:
                        this.MoveRandom(false, false);
                        this.position = this.positionre;
                        this.PositionDirectSet();
                        this.motion = StandBurner.MOTION.up;
                        this.frame  = 0;
                        break;
                    }
                    break;
                }
            }
            this.FlameControl(this.speed);
            base.Updata();
        }