Example #1
0
        protected override void DownB()
        {
            cdTimer = 700;

            state = FighterStates.Paused;

            MeleeAttack db = new MeleeAttack("Right", _charTextures[4], new Rectangle((int)Position.X - 35, (int)Position.Y + 34, 120, 10), new Rectangle((int)Position.X - 35, (int)Position.Y, 120, 10), 13, "V", this, 30, 10, Math.PI / 6, true);

            activeAttacks.Add((ActionTypes.SideSp, db));
        }
Example #2
0
        protected override void SideB()
        {
            cdTimer = 200;

            state = FighterStates.Paused;

            string    direction   = facing;
            int       positionX   = (int)Position.X + (facing == "Left" ? -46 : 36);
            int       positionY   = (int)Position.Y + 35;
            Rectangle atkPosition = new Rectangle(positionX, positionY, 60, 5);
            Rectangle atkHitbox   = atkPosition;
            double    kbAngle     = facing == "Left" ? 5 * Math.PI / 6 : Math.PI / 6;

            //The plan for MeleeMoves is to make it so we can make the hitbox rectangles here go from 10 to 60, 10 at a time.
            MeleeAttack sb = new MeleeAttack(direction, _charTextures[2], atkPosition, atkHitbox, 6, "V", this, 20, 5, kbAngle, true);

            activeAttacks.Add((ActionTypes.SideSp, sb));
        }
Example #3
0
        protected override void UpB()
        {
            // Magnet Rise; Melee
            cdTimer = 500;

            string    direction   = facing;
            int       positionX   = (int)Position.X + (facing == "Left" ? -5 : 5);
            int       positionY   = (int)Position.Y;
            Rectangle atkPosition = new Rectangle(positionX, positionY, 50, 60);
            Rectangle atkHitbox   = atkPosition;

            MeleeAttack nb = new MeleeAttack(direction, _attackTextures[ActionTypes.UpSp], atkPosition, atkHitbox, 10, "H", this, 30, 0, 0, true);

            activeAttacks.Add((ActionTypes.UpSp, nb));
            state         = FighterStates.Helpless;
            currAnimation = _charTextures[ActionTypes.UpSp];

            vel.Y = -10;
        }
Example #4
0
        protected override void SideB()
        {
            // Thunder; Melee
            cdTimer = 500;

            string    direction   = facing;
            int       positionX   = (int)Position.X + (facing == "Left" ? -65 : 65);
            int       positionY   = (int)Position.Y + 20;
            Rectangle atkPosition = new Rectangle(positionX, positionY, 65, 14);
            Rectangle atkHitbox   = atkPosition;
            double    kbAngle     = facing == "Left" ? Math.PI : 0;

            MeleeAttack nb = new MeleeAttack(direction, _attackTextures[ActionTypes.SideSp], atkPosition, atkHitbox, 8, "V", this, 30, 5, kbAngle, true);

            activeAttacks.Add((ActionTypes.SideSp, nb));

            state         = FighterStates.Paused;
            currAnimation = _charTextures[ActionTypes.SideSp];
        }
Example #5
0
        protected override void NeutralB()
        {
            // Thunder Punch; Melee
            cdTimer = 700;

            string    direction   = facing;
            int       positionX   = (int)Position.X + (facing == "Left" ? -2 : 2);
            int       positionY   = (int)Position.Y + 1;
            Rectangle atkPosition = new Rectangle(positionX, positionY, 60, 36);
            Rectangle atkHitbox   = atkPosition;
            double    kbAngle     = facing == "Left" ? 5 * Math.PI / 6 : Math.PI / 6;

            MeleeAttack nb = new MeleeAttack(direction, _attackTextures[ActionTypes.NeutralSp], atkPosition, atkHitbox, 2, "H", this, 30, 5, kbAngle, true, 300f);

            activeAttacks.Add((ActionTypes.NeutralSp, nb));

            state         = FighterStates.Paused;
            currAnimation = _charTextures[ActionTypes.NeutralSp];
        }
Example #6
0
        protected override void DownB()
        {
            // Magnet Rise; Melee
            cdTimer = 500;

            string    direction   = facing;
            int       positionX   = (int)Position.X + (facing == "Left" ? -105 : 65);
            int       positionY   = (int)Position.Y;
            Rectangle atkPosition = new Rectangle(positionX, positionY, 100, 20);
            Rectangle atkHitbox   = atkPosition;
            double    kbAngle     = facing == "Left" ? Math.PI : 0;

            MeleeAttack nb = new MeleeAttack(direction, _attackTextures[ActionTypes.DownSp], atkPosition, atkHitbox, 5, "V", this, 30, 5, kbAngle, true);

            activeAttacks.Add((ActionTypes.DownSp, nb));

            state         = FighterStates.Paused;
            currAnimation = _charTextures[ActionTypes.DownSp];
        }
Example #7
0
        protected override void UpB()
        {
            cdTimer = 100;

            state = FighterStates.Helpless;

            string    direction   = facing;
            int       positionX   = (int)Position.X + 10;
            int       positionY   = (int)Position.Y - 8;
            Rectangle atkPosition = new Rectangle(positionX, positionY, 30, 60);
            Rectangle atkHitbox   = atkPosition;
            double    kbAngle     = Math.PI / 2;

            MeleeAttack ub = new MeleeAttack(direction, _charTextures[3], atkPosition, atkHitbox, 12, "H", this, 5, 7, kbAngle, false);

            activeAttacks.Add((ActionTypes.SideSp, ub));

            vel.Y = -15;
        }