protected override void Update(int t) { if (t < _startup) { P = _p0 + t * _v; } if (t >= _startup) { P = _p0 + _v * _startup; } if (t == _delay) { MainColor = Color.Red; BorderColor = Color.Red; } if (t >= _delay) { P = _p0 + (t - _delay + _startup) * _v; } if (t > 30 && !Geom.CircleOverBox(new Circle(P, R + 2), World.Box)) { Despawn(); } }
protected override void Update(int t) { if (t > 30 && !Geom.CircleOverBox(new Circle(P, 10 + 2), World.Box)) { Despawn(); } if (t < 60) { P = _p + _v * t; } if (t % 120 == 0) { _random = _.Random.Float(0, 2 * Mathf.PI); } if (t % 120 < 60 && t % _.Difficulty.Choose(30, 20, 15, 10) == 0) { Shoot(); } if (t == 479) { _v = _v * -1; } if (t > 480) { P = _p + _v * (t - 540); } }
public override void Update(int t) { _p = _p0 + t * _v; if (!Geom.CircleOverBox(new Circle(_p, 120), World.Box)) { Despawn(); } }
protected override void Update(int t) { P = _p0 + t * V; if (t > 30 && !Geom.CircleOverBox(new Circle(P, R + 2), World.Box)) { Despawn(); } }
protected override void Update(int t) { _p = _p0 + t * _v; if (t > 30 && !Geom.CircleOverBox(new Circle(_p, 6), World.Box)) { Despawn(); } }
public override void Update(int t) { The.World.Spawn(new Smoke(_p, _smokeColor, The.Random.Float(5, 10))); _p = _p0 + t * _v; if (!Geom.CircleOverBox(new Circle(_p, 8), World.Box)) { Despawn(); } }
public override void Update(int t) { _p = _p0 + t * _v; if (_rank > 1 && t == 30) { Split(); } else if (_rank == 1 && !Geom.CircleOverBox(new Circle(_p, 6), World.Box)) { Despawn(); } }
public override void Update(int t) { _p = _p0 + t * _v; if (!Geom.CircleOverBox(new Circle(_p, 6), World.Box)) { Despawn(); } if (t >= _duration) { Despawn(); } }
protected override void Update(int t) { if (t < _t) { P = _p + _v * t; } if (t == _t) { _p = new XY(P.X, P.Y + 100); P = new XY(_p.X, _p.Y - 100); } if (t > _t) { P = new XY( _p.X + 100 * Mathf.Cos(-Mathf.PI / 2 - (t - _t) * Mathf.PI / _spindelay) * _side, _p.Y + 100 * Mathf.Sin(-Mathf.PI / 2 - (t - _t) * Mathf.PI / _spindelay * _side) ); } if (t == _t + _spindelay) { _p = new XY(P.X, P.Y); P = _p; } if (t > _t + _spindelay) { P = _p - _v * (t - _t - _spindelay); } if (_shoot && t % _.Difficulty.Choose(120, 60, 45, 45) == 0) { _.World.Spawn( new LinearPetalBullet( P, _.Difficulty.Choose(2f, 2f, 3f, 4f) * new XY(XY.DirectionAngle(P, _.Player.Position)), Color.Red, Color.Orange, 3f ) ); } if (_shoot == false && _.Difficulty >= Difficulty.Hard && t % _.Difficulty.Choose(9999, 9999, 180, 120) == 0) { AlternateShoot(t); } if (t > 30 && !Geom.CircleOverBox(new Circle(P, 10 + 2), World.Box)) { Despawn(); } }
protected override void Update(int t) { if (t > 30 && !Geom.CircleOverBox(new Circle(P, 10 + 2), World.Box)) { Despawn(); } P = _p + _v * t; if (_shoot && P.X - _.Player.Position.X < 20 && P.X - _.Player.Position.X > -20) { Shoot(t); _shoot = false; } }
protected override void Update(int t) { if (t <= _t) { P = _p0 + Mathf.Sqrt(t) * _v1 * V; } else { P = _p0 + Mathf.Sqrt(_t) * _v1 * V + (t - _t) * _v2 * V; } if (t > 30 && !Geom.CircleOverBox(new Circle(P, R + 2), World.Box)) { Despawn(); } }
protected override void Update(int t) { P = _p + V * t; if (t % 3 == 0) { _.World.Spawn(new Blast ( P + P.Rotated90CW().Normalized *_.Random.Float(-6, 6), _.Random.Float(2, 9), 15)); } if (t > 30 && !Geom.CircleOverBox(new Circle(P, 2), World.Box)) { Despawn(); } }
protected override void Update(int t) { P = P + _v * (1 + A * t); if (XY.Distance(P, _p) < XY.Distance(_.Player.Position, _p)) { _v = new XY((_.Player.Position - _p).Angle); } if (t % 3 == 0) { _.World.Spawn(new Blast ( P + P.Rotated90CW().Normalized *_.Random.Float(-35, 35), _.Random.Float(3, 10), 120)); } if (t > 30 && !Geom.CircleOverBox(new Circle(P, 1), World.Box)) { Despawn(); } }
protected override void Update(int t) { if (t < _startup) { P = _p0 + t * V; } if (t >= _startup) { P = _p0 + V * _startup; } if (t >= _delay) { P = _p0 + (t - _delay + _startup) * V; } if (t > 30 && !Geom.CircleOverBox(new Circle(P, R + 2), World.Box)) { Despawn(); } }
protected override void Update(int t) { if (t > 30 && !Geom.CircleOverBox(new Circle(P, 10 + 2), World.Box)) { Despawn(); } if (t < 60) { P = _p + _v * t; } if (t % 120 == 0) { Shoot(); } if (t == 479) { _v = _v * -1; } if (t > 480) { P = _p + _v * (t - 540); } }