public Enemy(AnimatedTexture spriteA, AnimatedTexture spriteD, Texture2D loadedBullet, int numBullets, float scale, Vector2 initialPosition, int mpattern, int fpattern, bool foodDrop, bool left) { // Assign essential textures. spriteAlive = spriteA; spriteDead = spriteD; width = (int)((spriteA.myTexture.Width / (spriteA.framecount / spriteA.rows)) * spriteA.Scale); height = (int)((spriteA.myTexture.Height / spriteA.rows) * spriteA.Scale); rotation = 0.0f; // No initial rotation. animating = true; alive = true; // Enemies start alive when they are added to the enemy list. maxBullets = numBullets; position = initialPosition; center = new Vector2(width / 2, height / 2); // Center value assigned. movePattern = mpattern; firePattern = fpattern; dropsFood = foodDrop; // time = new fireTimer(); enemyTime = new Timer(); isLeft = left; // Save textures for copying enemies. aliveTex = spriteA.myTexture; deadTex = spriteD.myTexture; bulletText = loadedBullet; // Initializae new array of bullets. bullets = new Bullet[maxBullets]; for (int i = 0; i < maxBullets; i++) { bullets[i] = new Bullet(loadedBullet, scale); } rand = new Random(); }
public EnemyList(ContentManager content) { enemies = new Enemy[NUMBER_OF_ENEMIES]; AnimatedTexture rockAlive = new AnimatedTexture(content.Load<Texture2D>("Enemies\\rock_alive"), 1, 1, Vector2.Zero, 0.0f, 1.0f, 0.2f); AnimatedTexture rockDead = new AnimatedTexture(content.Load<Texture2D>("Enemies\\rock_anim1"), 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f); Texture2D rockBullet = content.Load<Texture2D>("Bullets\\rock_bullet"); ERock rock = new ERock(rockAlive, rockDead, rockBullet, 5, 10, .3f, Vector2.Zero, Vector2.Zero, 0, 0, false, false); AnimatedTexture lionAlive = new AnimatedTexture(content.Load<Texture2D>("Enemies\\lion_alive"), 1, 1, Vector2.Zero, 0.0f, .75f, 0.2f); AnimatedTexture lionDead = new AnimatedTexture(content.Load<Texture2D>("Enemies\\lion_death"), 35, 30, Vector2.Zero, 0.0f, .75f, 0.2f, 7); Texture2D lionBullet = content.Load<Texture2D>("Bullets\\lion_bullet"); ELion lion = new ELion(lionAlive, lionDead, lionBullet, 10, 20, .2f, Vector2.Zero, Vector2.Zero, 0, 0, false, false); AnimatedTexture bflyAlive = new AnimatedTexture(content.Load<Texture2D>("Enemies\\butterflyfly"), 10, 30, Vector2.Zero, 0.0f, 1.5f, 0.2f, 5); AnimatedTexture bflyDead = new AnimatedTexture(content.Load<Texture2D>("Enemies\\butterflydeath"), 35, 20, Vector2.Zero, 0.0f, 1.5f, 0.2f, 7); Texture2D bflyBullet = content.Load<Texture2D>("Bullets\\bfly_bullet"); EBfly bfly = new EBfly(bflyAlive, bflyDead, bflyBullet, 20, 20, .9f, Vector2.Zero, Vector2.Zero, 0, 0, false, false); AnimatedTexture mBossAlive = new AnimatedTexture(content.Load<Texture2D>("Enemies\\minibossfly"), 25, 30, Vector2.Zero, 0.0f, 1.0f, 0.75f, 5); AnimatedTexture mBossDead = new AnimatedTexture(content.Load<Texture2D>("Enemies\\minibossdeath"), 40, 30, Vector2.Zero, 0.0f, 1.0f, 0.75f, 8); Texture2D mBossBullet = content.Load<Texture2D>("Bullets\\fireball0001"); EMiniboss miniboss1 = new EMiniboss(mBossAlive, mBossDead, mBossBullet, 100, 500, .6f, Vector2.Zero, Vector2.Zero, 0, 0, false, false); AnimatedTexture batAlive = new AnimatedTexture(content.Load<Texture2D>("Enemies\\batfly"), 10, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 5); AnimatedTexture batDead = new AnimatedTexture(content.Load<Texture2D>("Enemies\\batdeath"), 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 7); Texture2D batBullet = content.Load<Texture2D>("Bullets\\bat_bullet"); EBat bat = new EBat(batAlive, batDead, batBullet, 15, 100, .6f, Vector2.Zero, Vector2.Zero, 0, 0, false, false); AnimatedTexture eyeAlive = new AnimatedTexture(content.Load<Texture2D>("Enemies\\iSpikefly"), 75, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 15); AnimatedTexture eyeDead = new AnimatedTexture(content.Load<Texture2D>("Enemies\\ispikedeath"), 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 7); Texture2D eyeBullet = content.Load<Texture2D>("Bullets\\eye_bullet"); EEye eye = new EEye(eyeAlive, eyeDead, eyeBullet, 20, 15, 1.0f, Vector2.Zero, Vector2.Zero, 0 , 0, false, false); AnimatedTexture boss1Alive = new AnimatedTexture(content.Load<Texture2D>("Enemies\\boss1fly"), 50, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 10); AnimatedTexture boss1Dead = new AnimatedTexture(content.Load<Texture2D>("Enemies\\boss1death"), 55, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 11); Texture2D bossBullet = content.Load<Texture2D>("Bullets\\fireball0001"); EBossS1 stage1Boss = new EBossS1(boss1Alive, boss1Dead, bossBullet, 100, 2000, 1.0f, Vector2.Zero, Vector2.Zero, 0, 0, false, false); enemies[0] = rock; enemies[1] = lion; enemies[2] = bfly; enemies[3] = eye; enemies[4] = miniboss1; enemies[5] = bat; enemies[6] = stage1Boss; }
// Construct new food with velocity. public Food(Texture2D foodImage, Vector2 position, Vector2 velocity, float value) { this.foodImage = new AnimatedTexture(foodImage, 2, 2, Vector2.Zero, 0.0f, 1.0f, .8f); this.position = position; this.velocity = velocity; inPlay = true; gaugeValue = value; }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = false; graphics.PreferredBackBufferHeight = height; graphics.PreferredBackBufferWidth = width; Content.RootDirectory = "Content"; redCheckAnimated = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth); this.IsMouseVisible = true; }
public ELion2(AnimatedTexture spriteA, AnimatedTexture spriteD, Texture2D loadedBullet, int maxBullets, int scoreVal, float scale, Vector2 initialPosition, Vector2 initialVelocity, int mpattern, int fpattern, bool dropsFood, bool left) : base(spriteA, spriteD, loadedBullet, maxBullets, scale, initialPosition, mpattern, fpattern, dropsFood, left) { aliveTex = spriteA.myTexture; deadTex = spriteD.myTexture; bulletText = loadedBullet; scoreValue = scoreVal; velocity = initialVelocity; isLeft = left; health = 3; maxHealth = health; time = new fireTimer(new TimeSpan(0,0,0,1,500), Fire); time.Start(); }
public EBfly(AnimatedTexture spriteA, AnimatedTexture spriteD, Texture2D loadedBullet, int maxBullets, int scoreVal, float scale, Vector2 initialPosition, Vector2 initialVelocity, int mpattern, int fpattern, bool dropsFood, bool left) : base(spriteA, spriteD, loadedBullet, maxBullets, scale, initialPosition, mpattern, fpattern, dropsFood, left) { aliveTex = spriteA.myTexture; deadTex = spriteD.myTexture; bulletText = loadedBullet; scoreValue = scoreVal; velocity = initialVelocity; isLeft = left; health = 30; maxHealth = health; time = new fireTimer(new TimeSpan(0, 0, 0, 1, 500), Fire); time.Start(); enemyTime.Interval = 10000; enemyTime.Elapsed += new System.Timers.ElapsedEventHandler(Retreat); enemyTime.Start(); }
public EBossS1(AnimatedTexture spriteA, AnimatedTexture spriteD, Texture2D loadedBullet, int maxBullets, int scoreVal, float scale, Vector2 initialPosition, Vector2 initialVelocity, int mpattern, int fpattern, bool dropsFood, bool left) : base(spriteA, spriteD, loadedBullet, maxBullets, scale, initialPosition, mpattern, fpattern, dropsFood, left) { aliveTex = spriteA.myTexture; deadTex = spriteD.myTexture; bulletText = loadedBullet; scoreValue = scoreVal; velocity = initialVelocity; isLeft = left; health = 500; maxHealth = health; hasHealthBar = true; expBullets = new ExplodingBullet[9]; for (int i = 0; i < expBullets.Length; i++) expBullets[i] = new ExplodingBullet(3, Math.PI/4, 3*Math.PI/4, -1, 400, 3, loadedBullet, scale); time = new fireTimer(new TimeSpan(0, 0, 0, 1, 500), Fire); time.Start(); isBoss = true; }