public void R2() { Time = 100;//下一波攻擊時間 for (int i = 0; i < 3; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(40 * i + 480 - 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R10() { MakeMonster("B1", new MONSTER6(new Vector2(0, -350)), 3); MakeMonster("B1", new MONSTER7_C(new Vector2(250, 0)), 3); Time = 300;//下一波攻擊時間 for (int i = 0; i < 5; i++) { MONSTER11 MMM = new MONSTER11_C(new Vector2(50, -40 * i)); MMM.Yn = GamePage.randObj.Next(0, 150); MMM.N2 = GamePage.randObj.Next(80, 320); MMM.ADD_X2 = (float)(GamePage.randObj.Next(0, 150) * 0.01); MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R8() { Time = 400;//下一波攻擊時間 //中間 for (int i = 0; i < 30; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(240, -40 * i)); MMM.Yn = 100; MMM.N2 = GamePage.randObj.Next(50, 200); MMM.ADD_X2 = (float)(GamePage.randObj.Next(-150, 150) * 0.01); MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R1() { Time = 100;//下一波攻擊時間 for (int i = 0; i < 20; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(430, -60 * i)); MMM.Yn = 250; MMM.N2 = 120; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 20; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(50, -60 * i)); MMM.Yn = 250; MMM.N2 = 120; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R4() { Time = 300;//下一波攻擊時間 for (int i = 0; i < 12; i++) { MONSTER11 MMM = new MONSTER11(new Vector2(100, -60 * i)); MMM.N2 = 120; MMM.ADD_X2 = 2.5f; MMM.ADD_Y2 = 0; MMM.N3 = 85; MMM.ADD_X3 = 0; MMM.ADD_Y3 = -2.5f; MMM.N4 = 85; MMM.ADD_X4 = -2.5f; MMM.ADD_Y4 = 0; MMM.N5 = 500; MMM.ADD_X5 = 0; MMM.ADD_Y5 = 2.5f; BOX.Add(MMM); } }
public void R3() { Time = 300;//下一波攻擊時間 MakeMonster("C1", new MONSTER3(new Vector2(0, 0)), 3); for (int i = 0; i < 10; i++) { MONSTER11 MMM = new MONSTER11(new Vector2(430, -60 * i)); MMM.Yn = 250; MMM.N2 = 120; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } MakeMonster("B1", new MONSTER3(new Vector2(0, 100)), 3); MakeMonster("B1", new MONSTER7(new Vector2(200, 100)), 3); }
public void R9() { Time = 500;//下一波攻擊時間 MakeMonster("B1", new MONSTER6(new Vector2(400, -200)), 3); MakeMonster("B1", new MONSTER7(new Vector2(50, 200)), 3 + GamePage.HERO_S); for (int i = 0; i < 5; i++) { MONSTER11 MMM = new MONSTER11_C(new Vector2(450, -40 * i)); MMM.Yn = GamePage.randObj.Next(0, 150); MMM.N2 = GamePage.randObj.Next(80, 320); MMM.ADD_X2 = (float)(GamePage.randObj.Next(-150, 0) * 0.01); MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R8() { Time = 200;//下一波攻擊時間 MakeMonster("B1", new MONSTER7_C(new Vector2(50, 0)), 3 + GamePage.HERO_S); MakeMonster("B1", new MONSTER7_C(new Vector2(350, 0)), 3 + GamePage.HERO_S); MakeMonster("B1", new MONSTER41_B(new Vector2(100, 300)), 3 + GamePage.HERO_S); MakeMonster("C1", new MONSTER31_C(new Vector2(0, 0)), 5); //中間攻擊法 for (int i = 0; i < 3 + GamePage.HERO_S; i++) { MONSTER11_C MMM = new MONSTER11_C(new Vector2(40 * i + 480 - 50, 500)); MMM.Yn = 500; MMM.N2 = GamePage.randObj.Next(50, 120); MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 1f; BOX.Add(MMM); } }
public void R3() { Time = 300;//下一波攻擊時間 MakeMonster("A1", new MONSTER51_B(new Vector2(20, 0)), 5); for (int i = 0; i < 20; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(380, -60 * i)); MMM.N2 = 120; MMM.ADD_X2 = -2.5f; MMM.ADD_Y2 = 0; MMM.N3 = 85; MMM.ADD_X3 = 0; MMM.ADD_Y3 = -2.5f; MMM.N4 = 85; MMM.ADD_X4 = 2.5f; MMM.ADD_Y4 = 0; MMM.N5 = 500; MMM.ADD_X5 = 0; MMM.ADD_Y5 = 2.5f; BOX.Add(MMM); } }
public void R7() { Time = 500;//下一波攻擊時間 MakeMonster("B1", new MONSTER7_C(new Vector2(50, 0)), 3); MakeMonster("B1", new MONSTER7_C(new Vector2(350, 0)), 3); for (int i = 0; i < 3; i++) { MONSTER11 MMM = new MONSTER11_C(new Vector2(40 * i + 480 - 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 3; i++) { MONSTER11 MMM = new MONSTER11_C(new Vector2(-40 * i + 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R7() { Time = 30;//下一波攻擊時間 MakeMonster("A1", new BOSS5_G(new Vector2(240, 150)), 2); MakeMonster("C1", new MONSTER7_B(new Vector2(0, 0)), 10); //右邊 for (int i = 0; i < 15; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(450, -40 * i)); MMM.Yn = GamePage.randObj.Next(0, 150); MMM.N2 = GamePage.randObj.Next(80, 320); MMM.ADD_X2 = (float)(GamePage.randObj.Next(-150, 0) * 0.01); MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } //左邊 for (int i = 0; i < 15; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(50, -40 * i)); MMM.Yn = GamePage.randObj.Next(0, 150); MMM.N2 = GamePage.randObj.Next(80, 320); MMM.ADD_X2 = (float)(GamePage.randObj.Next(0, 150) * 0.01); MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R5() { Time = 200;//下一波攻擊時間 MakeMonster("B1", new MONSTER3_C(new Vector2(350, 0)), 3); for (int i = 0; i < 3; i++) { MONSTER11 MMM = new MONSTER11_C(new Vector2(40 * i + 480 - 50, 500)); MMM.Yn = 500; MMM.N2 = GamePage.randObj.Next(50, 120); MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 3; i++) { MONSTER11 MMM = new MONSTER11_C(new Vector2(-40 * i + 50, 500)); MMM.Yn = 500; MMM.N2 = GamePage.randObj.Next(50, 120); MMM.ADD_X2 = 1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R3() { Time = 10;//下一波攻擊時間 MakeMonster("A1", new BOSS5(new Vector2(200, -800)), 1); for (int i = 0; i < 3; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(40 * i + 480 - 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 3; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(-40 * i + 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R5() { Time = 200;//下一波攻擊時間 for (int i = 0; i < 4; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(40 * i + 480 - 50, 500)); MMM.Yn = 500; MMM.N2 = GamePage.randObj.Next(50, 120); MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 1f; BOX.Add(MMM); } for (int i = 0; i < 4; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(-40 * i + 50, 500)); MMM.Yn = 500; MMM.N2 = GamePage.randObj.Next(50, 120); MMM.ADD_X2 = 1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 1f; BOX.Add(MMM); } }
public void R6() { Time = 200;//下一波攻擊時間 AAA.firedM2(); MakeMonster("A1", new MONSTER41_A(new Vector2(320, 700)), 2); for (int i = 0; i < 12; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(380, -60 * i)); MMM.Yn = 400; MMM.N2 = 150; MMM.ADD_X2 = -1.5f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 12; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(100, -60 * i)); MMM.Yn = 400; MMM.N2 = 150; MMM.ADD_X2 = 1.5f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R7() { MakeMonster("A2", new MONSTER51_B(new Vector2(200, 100)), 3); MakeMonster("A2", new MONSTER5_B(new Vector2(200, 200)), 3); Time = 350;//下一波攻擊時間 for (int i = 0; i < 12; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(20, -60 * i)); MMM.Yn = 650; MMM.N2 = 150; MMM.ADD_X2 = 2f; MMM.ADD_Y2 = 0f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 12; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(440, -60 * i)); MMM.Yn = 650; MMM.N2 = 150; MMM.ADD_X2 = -2f; MMM.ADD_Y2 = 0f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R12() { Time = 700;//下一波攻擊時間 for (int i = 0; i < 25 + GamePage.HERO_S; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(20, -60 * i)); MMM.Yn = 650; MMM.N2 = 150; MMM.ADD_X2 = 2f; MMM.ADD_Y2 = 0f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 25 + GamePage.HERO_S; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(440, -60 * i)); MMM.Yn = 650; MMM.N2 = 150; MMM.ADD_X2 = -2f; MMM.ADD_Y2 = 0f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R3() { Time = 500;//下一波攻擊時間 MakeMonster("A1", new MONSTER41(new Vector2(100, 100)), 3 + GamePage.HERO_S); MakeMonster("A2", new MONSTER51(new Vector2(50, 250)), 3); MakeMonster("A2", new MONSTER5(new Vector2(400, 250)), 3); MakeMonster("A3", new MONSTER7(new Vector2(100, 0)), 3 + GamePage.HERO_S); for (int i = 0; i < 10; i++) { MONSTER11 MMM = new MONSTER11(new Vector2(430, -60 * i)); MMM.Yn = 250; MMM.N2 = 200; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 10; i++) { MONSTER11 MMM = new MONSTER11(new Vector2(50, -60 * i)); MMM.Yn = 250; MMM.N2 = 200; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R1() { Time = 300;//下一波攻擊時間 MakeMonster("A2", new MONSTER3(new Vector2(300, 300)), 3); for (int i = 0; i < 15; i++) { MONSTER11 MMM = new MONSTER11(new Vector2(100, -60 * i)); MMM.Yn = 250; MMM.N2 = 120; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R7() { Time = 500;//下一波攻擊時間 MakeMonster("B1", new MONSTER6_C(new Vector2(320, -400)), 3); for (int i = 0; i < 10; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(430, -60 * i)); MMM.Yn = 250; MMM.N2 = 150; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 10; i++) { MONSTER11_B MMM = new MONSTER11_B(new Vector2(50, -60 * i)); MMM.Yn = 250; MMM.N2 = 150; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R4() { Time = 100;//下一波攻擊時間 MakeMonster("A1", new MONSTER5(new Vector2(0, 100)), 5); for (int i = 0; i < 12; i++) { MONSTER11_C MMM = new MONSTER11_C(new Vector2(240, -40 * i)); MMM.Yn = 100; if (i % 2 == 0) { MMM.N2 = 150; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 2f; } else { MMM.N2 = 150; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; } BOX.Add(MMM); } }
public void R7() { Time = 100;//下一波攻擊時間 MakeMonster("B1", new MONSTER31(new Vector2(0, 0)),8); for (int i = 0; i < 20; i++) { MONSTER11 MMM = new MONSTER11(new Vector2(240, -60 * i)); MMM.Yn = 100; MMM.N2 = 150; MMM.ADD_X2 = 1.5f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = -1.5f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } MakeMonster("A2", new MONSTER7(new Vector2(180, 200)), 5); }
public void R12() { Time = 300;//下一波攻擊時間 AAA.callMonster("MONSTER71", 25); for (int i = 0; i < 25; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(240, -40 * i)); MMM.Yn = 100; if (i % 2 == 0) { MMM.N2 = 150; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 2f; } else { MMM.N2 = 150; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; } BOX.Add(MMM); } }