public Banjo(int x, int y) { this.type = BanjoType.Standard; Init(x, y); this.yVel = ACWGame.HEIGHT / 4; ai = new StandardBanjoAI(); }
public Banjo() { // random values int randX = rand.Next(1, 4); int randY = rand.Next(50, 100); int randVal = rand.Next(0, 100); // randomly set position between 3 points on screen if (randX < 2) { position.X = MainGame.self.Window.ClientBounds.Width / 4; } else if (randX < 3) { position.X = MainGame.self.Window.ClientBounds.Width / 2; } else { position.X = MainGame.self.Window.ClientBounds.Width - MainGame.self.Window.ClientBounds.Width / 4; } position.Y = randY; width = 30; height = 80; speed = 100; SetHealth(1); // randomly create different banjo types if (randVal < 75) { banjoType = BanjoType.plainBanjo; } else if (randVal < 90) { banjoType = BanjoType.hunterBanjo; } else { banjoType = BanjoType.deadlyBanjo; } if (banjoType == BanjoType.deadlyBanjo) { speed = 120; SetHealth(2); } }
public override void LoadFromData(string[] loadData) { position.X = float.Parse(loadData[1]); position.Y = float.Parse(loadData[2]); velocity.X = float.Parse(loadData[3]); velocity.Y = float.Parse(loadData[4]); SetHealth(int.Parse(loadData[5])); shootTimer = float.Parse(loadData[6]); spawnDelay = float.Parse(loadData[7]); if (loadData[8] == "deadlyBanjo") { banjoType = BanjoType.deadlyBanjo; } else if (loadData[8] == "hunterBanjo") { banjoType = BanjoType.hunterBanjo; } else { banjoType = BanjoType.plainBanjo; } }
public Banjo(int identityNo, ActionBox box, BanjoType type, Texture2D[] textures, Color[][] textureColorData, Explosion[] explosions, Random explosionPointGen, SoundEffect explodeSound, Vector2 location, float layerPoint, int ageInMilliseconds = 0) { ID = identityNo; Type = type; if (Type == BanjoType.Normal) { Texture = textures[0]; TextureColorData = textureColorData[0]; Velocity = 1; HitPoints = 1; ScoreValue = 10; } else if (Type == BanjoType.Hunter) { Texture = textures[1]; TextureColorData = textureColorData[1]; Velocity = 1; HitPoints = 1; ScoreValue = 20; } else { Texture = textures[2]; TextureColorData = textureColorData[2]; Velocity = 3; HitPoints = 2; ScoreValue = 50; } Location = location; Box = new ActionBox(box.PixelTexture, box.Color, (int)Location.X, (int)Location.Y, (int)(Texture.Width * _scale), (int)(Texture.Height * _scale)); LayerPoint = layerPoint; AgeInMilliseconds = ageInMilliseconds; _random = explosionPointGen; base.SetupExplosions(explosions, explosionPointGen, explodeSound); }
public Banjo(int x, int y, Accordian player, BanjoType type, GameState state = null) { Init(x, y); Init(type, player, state); }
public Banjo(Accordian player, BanjoType type) { Init(0, 0); Init(type, player); }
public void Init(BanjoType type, Accordian player, GameState state = null) { if (type == BanjoType.Standard) { this.yVel = ACWGame.HEIGHT / 3; ai = new StandardBanjoAI(); } else if (type == BanjoType.Hunter) { this.ai = new HunterBanjoAI(player); } else if (type == BanjoType.DeadlyStrummer) { this.hp = 2; this.xVel = ACWGame.WIDTH / 2.8; this.yVel = ACWGame.HEIGHT / 4; this.ai = new DeadlyStrummerAI(player, state); } this.state = state; this.type = type; }