public EnemyShooter(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; this.Speed = Config.EnemySpeed; this.FireAction = new FireAction(shooterProjectileBullet.enemyFireBullet); //this.Weapon = new WeaponSingle(this); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f); //this.Weapon = new WeaponAutoBurst(this, Config.EnemyFireInterval, burst); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f); //WeaponBurstWave burstWeapon = new WeaponBurstWave(this, 0, 2, 0.3f); this.Weapon = new WeaponBurstWave(this, 0, 2, 0.3f); //this.Weapon = new WeaponAutoBurst(this, 5, burstWeapon); this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); this.fireTimer.Start(5); this.baseTexture = new Sprite(Config.EnemyShooterSpriteSheetBase); this.baseTexture.Color = Color.DarkGoldenrod; moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); }
//Sidearm sidearm1; //Sidearm sidearm2; //Sidearm sidearm3; //Sidearm sidearm4; public EnemyInterceptor(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; this.Speed = Config.EnemySpeed; this.FireAction = new FireAction(enemyProjectileBullet.enemyFireBullet); this.Weapon = new WeaponSingle(this); this.Weapon.Direction = new Vector2(0, 1); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); this.baseTexture = new Sprite(Config.EnemyInterceptorSpriteSheetBase); this.baseTexture.Color = Color.Turquoise; moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); //sidearm1 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0)); //sidearm1.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm1.SetParent(this); //sidearm2 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0)); //sidearm2.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm2.SetParent(this); //sidearm3 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0)); //sidearm3.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm3.SetParent(this); //sidearm4 = new Sidearm(Config.EnemyChaserSpriteSheet, this, new Vector2(30, 0)); //sidearm4.Position = new Vector2(Config.WorldBoundsX / 2, Config.WorldBoundsY / 2 - this.Sprite.Origin.Y); //sidearm4.SetParent(this); }
public EnemyDasher(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; this.Speed = Config.EnemyDasherSpeed; this.baseTexture = new Sprite(Config.EnemyDasherSpriteSheetBase); this.baseTexture.Color = Color.DarkOrange; }
public EnemyChaser(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.EnemyHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; //this.FireAction = new FireAction(enemyProjectileBullet.enemyFireBullet); //this.Weapon = new WeaponSingle(this); //this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); //this.fireTimer = new Timer(); //this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); //this.fireTimer.Start(Config.EnemyFireInterval); this.baseTexture = new Sprite(Config.EnemyChaserSpriteSheetBase); this.baseTexture.Color = Color.DarkRed; moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); }
public BugDagger3(SpriteSheet spriteSheet) : base(spriteSheet, 1) { this.Health = Config.EnemyHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; this.Speed = Config.EnemySpeed - 1; this.FireAction = new FireAction(enemyProjectileBullet.enemyFireBullet); this.Weapon = new WeaponSingle(this); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f); //this.Weapon = new WeaponAutoBurst(this, Config.EnemyFireInterval, burst); this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); //this.fireTimer.Start(Config.EnemyFireInterval); this.baseTexture = new Sprite(Config.BugDagger3SpriteSheetBase); moveTo = new Vector2(Config.Rand.Next(50, 1550), Config.Rand.Next(50, 910)); }
public boss1(SpriteSheet spriteSheet) : base(spriteSheet) { this.Health = Config.BossHealth; //this.ExplosionSpriteSheet = Config.SmallExplosionSpriteSheet; this.Speed = Config.BossSpeed; this.FireAction = new FireAction(bossProjectileBullet.enemyFireBullet); //this.Weapon = new WeaponSingle(this); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 8, 0.8f); //WeaponBurstWave burst = new WeaponBurstWave(this, 0, 6, 2.0f); this.Weapon = new WeaponBurstWave(this, 0, 6, 2.0f); //this.Weapon = new WeaponAutoBurst(this, Config.BossFireInterval, burst); this.Weapon.Direction = new Vector2(0, 1); //this.Weapon.Offset = new Vector2(0, this.Sprite.Origin.Y); this.fireTimer = new Timer(); this.fireTimer.Fire += new NotifyHandler(fireTimer_Fire); this.fireTimer.Start(Config.BossFireInterval); this.baseTexture = new Sprite(Config.BossSpriteSheetBase); }