public override Vector2 Move(GameEngineBehaviors b, Vector2 V, List <GameEngine> A)
        {
            base.Move(b, V, A);
            timer += GameEngine.gameTime.ElapsedGameTime;

            if (b.Position.X < GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width / 2 &&
                direction.Y > 0)
            {
                direction.X += 0.0005f;
            }
            else if (b.Position.X >= GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width / 2 &&
                     direction.Y > 0)
            {
                direction.X -= 0.0005f;
            }
            else if (timer <= TimeSpan.FromSeconds(5))
            {
                return(b.Position);
            }

            if (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height / 4 < b.Position.Y)
            {
                direction.Y -= 0.005f;
            }

            return(b.Position + direction);
        }
        private void trackingBullet(GameEngineBehaviors b)
        {
            trackingShotting_pause += GameEngine.gameTime.ElapsedGameTime;
            string trackingShotting_pause_string = trackingShotting_pause.TotalSeconds.ToString();
            double trackingShotting_pause_double = 0;

            double.TryParse(trackingShotting_pause_string, out trackingShotting_pause_double);

            if (trackingShotting_pause < TimeSpan.FromSeconds(1))
            {
                trackingShotting += GameEngine.gameTime.ElapsedGameTime;
                if (trackingShotting > TimeSpan.FromSeconds(0.02))
                {
                    trackingShotting -= TimeSpan.FromSeconds(0.02);
                    //shot point #1
                    double  angle          = Math.PI * 3 * trackingShotting_pause_double;
                    double  turn_x         = b.Position.X + 170 * Math.Sin(angle) * trackingShotting_pause_double;
                    double  turn_y         = b.Position.Y - 170 * Math.Cos(angle) * trackingShotting_pause_double;
                    Vector2 shotting_point = new Vector2((float)turn_x, (float)turn_y);

                    //bullet move #1
                    double f_x      = 0;
                    double f_y      = 0;
                    double target_x = GameEngine.Player.Position.X;
                    double target_y = GameEngine.Player.Position.Y;
                    double shot_x   = turn_x;
                    double shot_y   = turn_y;
                    f_x = (target_x - shot_x) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                    f_y = (target_y - shot_y) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));

                    //bullet #1
                    new Bullet(b, Images.tracking_Bullet, new Vector2(15, 25), new EnemyBulletBehavior(.5f), new Vector2((float)f_x, (float)f_y), shotting_point);

                    //shot point #2
                    angle          = Math.PI * 3 * trackingShotting_pause_double;
                    turn_x         = b.Position.X - 170 * Math.Sin(angle) * trackingShotting_pause_double;
                    turn_y         = b.Position.Y + 170 * Math.Cos(angle) * trackingShotting_pause_double;
                    shotting_point = new Vector2((float)turn_x, (float)turn_y);

                    //bullet move #2
                    f_x      = 0;
                    f_y      = 0;
                    target_x = GameEngine.Player.Position.X;
                    target_y = GameEngine.Player.Position.Y;
                    shot_x   = turn_x;
                    shot_y   = turn_y;
                    f_x      = (target_x - shot_x) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                    f_y      = (target_y - shot_y) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));

                    //bullet #2
                    new Bullet(b, Images.tracking_Bullet, new Vector2(15, 25), new EnemyBulletBehavior(.1f), new Vector2((float)f_x, (float)f_y), shotting_point);
                }
            }

            if (trackingShotting_pause > TimeSpan.FromSeconds(4))
            {
                trackingShotting_pause = TimeSpan.Zero;
            }
        }
Exemple #3
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 public virtual Vector2 Move(GameEngineBehaviors b, Vector2 V, List <GameEngine> A)
 {
     if (attacks != null)
     {
         attacks.Shoot(b);
     }
     return(b.Position + V);
 }
 public override void Shoot(GameEngineBehaviors b)
 {
     scatterShooting += GameEngine.gameTime.ElapsedGameTime;
     if (scatterShooting > TimeSpan.FromSeconds(4))
     {
         scatterShooting -= TimeSpan.FromSeconds(4);
         ScatterTwoBullets(b);
     }
 }
 public override void Shoot(GameEngineBehaviors b)
 {
     gametimepassed += GameEngine.gameTime.ElapsedGameTime;
     if (gametimepassed > TimeSpan.FromSeconds(timeInterval_Second))
     {
         gametimepassed -= TimeSpan.FromSeconds(timeInterval_Second);
         new Bullet(b, Images.EnemyBullet, DefaultSizes.DefaultBulletSize, new EnemyBulletBehavior(), new Vector2(0, 1));
     }
 }
        public override Vector2 Move(GameEngineBehaviors b, Vector2 V, List <GameEngine> A)
        {
            base.Move(b, V, A);
            timer += GameEngine.gameTime.ElapsedGameTime;

            direction.Y = 1f;


            return(b.Position + direction);
        }
 public override void Shoot(GameEngineBehaviors b)
 {
     if (stages != null)
     {
         foreach (Attack i in stages)
         {
             i.Shoot(b);
         }
     }
 }
Exemple #8
0
 public override void Shoot(GameEngineBehaviors b)
 {
     shooting.Shoot(b);
     if (!Summoned && (b as Character).Lives == 1234)
     {
         //surprise
         Summoned = true;
         float h = (float)((double)Images.MidBossCompanion.Height / Images.MidBossCompanion.Width) * GameEngine.graphic.PreferredBackBufferWidth;
         new Enemy(Images.MidBossCompanion, new Vector2(GameEngine.graphic.PreferredBackBufferWidth, h), new Vector2(0, -h + 1), new Vector2(0, 5), null, 1234);
     }
 }
        private void wallBullet(GameEngineBehaviors b)
        {
            //random shotting
            Random rd = new Random();

            wallBulletShotting_pause += GameEngine.gameTime.ElapsedGameTime;
            string wallBulletShotting_pause_string = wallBulletShotting_pause.TotalSeconds.ToString();
            double wallBulletShotting_pause_double = 0;

            double.TryParse(wallBulletShotting_pause_string, out wallBulletShotting_pause_double);

            wallBulletShotting += GameEngine.gameTime.ElapsedGameTime;
            if (wallBulletShotting_pause < TimeSpan.FromSeconds(3))
            {
                if (wallBulletShotting < TimeSpan.FromSeconds(1))
                {
                    //shot point
                    double  turn_x         = b.Position.X + rd.Next(-25, 25);
                    double  turn_y         = b.Position.Y - rd.Next(-25, 25);
                    Vector2 shotting_point = new Vector2((float)turn_x, (float)turn_y);

                    //bullet move
                    double rd_num_x = rd.Next(1, GameEngine.graphic.PreferredBackBufferWidth);
                    double rd_num_y = rd.Next(1, GameEngine.graphic.PreferredBackBufferHeight / 2);
                    double f_x      = 0;
                    double f_y      = 0;
                    double target_x = rd_num_x;
                    double target_y = rd_num_y;
                    double shot_x   = b.Position.X;
                    double shot_y   = b.Position.Y;
                    f_x = (target_x - shot_x) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                    f_y = (target_y - shot_y) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                    // new Bullet(b, Images.tracking_Bullet, new Vector2(15, 25), new EnemyBulletBehavior(), new Vector2((float)f_x, (float)f_y), shotting_point);

                    new Bullet(b, Images.Scattershot_Bullet_wall, new Vector2(15, 25), new EnemyBulletBehavior(.005f),
                               new Vector2((float)1, (float)1), new Vector2((float)b.Position.X, (float)25 + b.Position.Y));
                    new Bullet(b, Images.Scattershot_Bullet_wall, new Vector2(15, 25), new EnemyBulletBehavior(.005f),
                               new Vector2((float).5, (float).5), new Vector2((float)-15 + b.Position.X, (float)0 + b.Position.Y));
                    new Bullet(b, Images.Scattershot_Bullet_wall, new Vector2(15, 25), new EnemyBulletBehavior(.005f),
                               new Vector2((float)1, (float)-1), new Vector2((float)2 + b.Position.X, (float)12 + b.Position.Y));
                    new Bullet(b, Images.Scattershot_Bullet_wall, new Vector2(15, 25), new EnemyBulletBehavior(.005f),
                               new Vector2((float)-1, (float)1), new Vector2((float)15 + b.Position.X, (float)-6 + b.Position.Y));
                    new Bullet(b, Images.Scattershot_Bullet_wall, new Vector2(15, 25), new EnemyBulletBehavior(.005f),
                               new Vector2((float)-1, (float)-1), new Vector2((float)-9 + b.Position.X, (float)33 + b.Position.Y));
                }
            }

            if (wallBulletShotting_pause > TimeSpan.FromSeconds(8))
            {
                wallBulletShotting_pause = TimeSpan.Zero;
                wallBulletShotting       = TimeSpan.Zero;
            }
        }
        private void ScatterTwoBullets(GameEngineBehaviors b)
        {
            double angle = 2 * Math.PI / 24;
            double f_x   = 0;
            double f_y   = 0;

            for (int i = 1; i <= 2 * Math.PI / angle; i++)
            {
                f_x = Math.Sin(angle * i);
                f_y = Math.Cos(angle * i);
                new BulletScatterTwo(b, new Vector2((float)f_x, (float)f_y));
            }
        }
 private void scatterBullet(GameEngineBehaviors b)
 {
     scatterShotting += GameEngine.gameTime.ElapsedGameTime;
     if (scatterShotting > TimeSpan.FromSeconds(2))
     {
         scatterShotting -= TimeSpan.FromSeconds(2);
         double angle = 2 * Math.PI / 24;
         double f_x   = 0;
         double f_y   = 0;
         for (int i = 1; i <= 2 * Math.PI / angle; i++)
         {
             f_x = Math.Sin(angle * i);
             f_y = Math.Cos(angle * i);
             new Bullet(b, Images.Scattershot_bullet, DefaultSizes.DefaultBulletSize, new EnemyBulletBehavior(), new Vector2((float)f_x, (float)f_y));
         }
     }
 }
 public override Vector2 Move(GameEngineBehaviors b, Vector2 V, List <GameEngine> A)
 {
     if (i != null)
     {
         if (!b.isDisposed)
         {
             i.Play();
             i = null;
         }
         else
         {
             i.Stop();
             i.Dispose();
         }
     }
     return(b.Position + V);
 }
Exemple #13
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        public override Vector2 Move(GameEngineBehaviors b, Vector2 V, List <GameEngine> A)
        {
            base.Move(b, V, A);
            timer += GameEngine.gameTime.ElapsedGameTime;

            if (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height / 5 < b.Position.Y &&
                direction.X <= 1)
            {
                direction.X += 0.005f;
            }

            if (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height / 4 < b.Position.Y &&
                direction.Y >= 0)
            {
                direction.Y -= 0.005f;
            }
            return(b.Position + direction);
        }
Exemple #14
0
        private void triangleBullet(GameEngineBehaviors b)
        {
            triangleShotting += GameEngine.gameTime.ElapsedGameTime;
            if (triangleShotting > TimeSpan.FromSeconds(1))
            {
                triangleShotting -= TimeSpan.FromSeconds(1);
                double  turn_x         = b.Position.X;
                double  turn_y         = b.Position.Y;
                Vector2 shotting_point = new Vector2((float)turn_x, (float)turn_y);

                //bullet move #1
                double f_x      = 0;
                double f_y      = 0;
                double target_x = GameEngine.Player.Position.X;
                double target_y = GameEngine.Player.Position.Y;
                double shot_x   = turn_x;
                double shot_y   = turn_y;
                f_x = (target_x - shot_x) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                f_y = (target_y - shot_y) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));

                //bullet #1
                new Bullet(b, Images.tracking_Bullet, new Vector2(15, 25), new EnemyBulletBehavior(.5f), new Vector2((float)f_x, (float)f_y), shotting_point);

                target_x = GameEngine.Player.Position.X - 200;
                target_y = GameEngine.Player.Position.Y - 200;
                shot_x   = turn_x;
                shot_y   = turn_y;
                f_x      = (target_x - shot_x) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                f_y      = (target_y - shot_y) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));

                //bullet #2
                new Bullet(b, Images.tracking_Bullet, new Vector2(15, 25), new EnemyBulletBehavior(.5f), new Vector2((float)f_x, (float)f_y), shotting_point);

                target_x = GameEngine.Player.Position.X + 200;
                target_y = GameEngine.Player.Position.Y + 200;
                shot_x   = turn_x;
                shot_y   = turn_y;
                f_x      = (target_x - shot_x) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                f_y      = (target_y - shot_y) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));

                //bullet #3
                new Bullet(b, Images.tracking_Bullet, new Vector2(15, 25), new EnemyBulletBehavior(.5f), new Vector2((float)f_x, (float)f_y), shotting_point);
            }
        }
Exemple #15
0
        private void randomBullet(GameEngineBehaviors b)
        {
            //random shotting
            Random rd = new Random();

            randomShotting_pause += GameEngine.gameTime.ElapsedGameTime;
            string randomShotting_pause_string = randomShotting_pause.TotalSeconds.ToString();
            double randomShotting_pause_double = 0;

            double.TryParse(randomShotting_pause_string, out randomShotting_pause_double);

            randomShotting += GameEngine.gameTime.ElapsedGameTime;
            if (randomShotting_pause < TimeSpan.FromSeconds(3))
            {
                if (randomShotting > TimeSpan.FromSeconds(0.01))
                {
                    randomShotting -= TimeSpan.FromSeconds(0.01);
                    //shot point
                    double  angle          = Math.PI * 3 * randomShotting_pause_double;
                    double  turn_x         = b.Position.X + 25 * Math.Sin(angle) * randomShotting_pause_double;
                    double  turn_y         = b.Position.Y - 25 * Math.Cos(angle) * randomShotting_pause_double;
                    Vector2 shotting_point = new Vector2((float)turn_x, (float)turn_y);

                    //bullet move
                    double rd_num_x = rd.Next(1, GameEngine.graphic.PreferredBackBufferWidth);
                    double rd_num_y = rd.Next(1, GameEngine.graphic.PreferredBackBufferHeight);
                    double f_x      = 0;
                    double f_y      = 0;
                    double target_x = rd_num_x;
                    double target_y = rd_num_y;
                    double shot_x   = b.Position.X;
                    double shot_y   = b.Position.Y;
                    f_x = (target_x - shot_x) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                    f_y = (target_y - shot_y) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                    new Bullet(b, Images.tracking_Bullet, new Vector2(15, 25), new EnemyBulletBehavior(.005f), new Vector2((float)f_x, (float)f_y), shotting_point);
                }
            }

            if (randomShotting_pause > TimeSpan.FromSeconds(8))
            {
                randomShotting_pause = TimeSpan.Zero;
            }
        }
Exemple #16
0
        private void triangleBullet2(GameEngineBehaviors b)//backup, for emergency
        {
            triangleShotting_pause += GameEngine.gameTime.ElapsedGameTime;

            string triangleShotting_pause_string = triangleShotting_pause.TotalSeconds.ToString();
            double triangleShotting_pause_double = 0;

            double.TryParse(triangleShotting_pause_string, out triangleShotting_pause_double);

            if (triangleShotting_pause < TimeSpan.FromSeconds(1))
            {
                triangleShotting += GameEngine.gameTime.ElapsedGameTime;
                if (triangleShotting > TimeSpan.FromSeconds(0.2))
                {
                    triangleShotting -= TimeSpan.FromSeconds(0.2);
                    double  turn_x         = b.Position.X;
                    double  turn_y         = b.Position.Y;
                    Vector2 shotting_point = new Vector2((float)turn_x, (float)turn_y);

                    //bullet move #1
                    double f_x      = 0;
                    double f_y      = 0;
                    double target_x = GameEngine.Player.Position.X + triangleShotting_pause_double * 4000;
                    double target_y = GameEngine.Player.Position.Y + triangleShotting_pause_double * 4000;
                    double shot_x   = turn_x;
                    double shot_y   = turn_y;
                    f_x = (target_x - shot_x) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));
                    f_y = (target_y - shot_y) / Math.Sqrt((target_x - shot_x) * (target_x - shot_x) + (target_y - shot_y) * (target_y - shot_y));

                    //bullet #1
                    new Bullet(b, Images.tracking_Bullet, new Vector2(15, 25), new EnemyBulletBehavior(.5f), new Vector2((float)f_x, (float)f_y), shotting_point);
                }
            }
            if (triangleShotting_pause > TimeSpan.FromSeconds(4))
            {
                triangleShotting_pause = TimeSpan.Zero;
            }
        }
Exemple #17
0
 public override void Shoot(GameEngineBehaviors b)
 {
     this.randomBullet(b);
 }
Exemple #18
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        public override Vector2 Move(GameEngineBehaviors b, Vector2 V, List <GameEngine> A)
        {
            timer += GameEngine.gameTime.ElapsedGameTime;
            if (!inPlace)
            {
                Vector2 movement = b.Position + new Vector2(0, V.X + V.Y);
                if (movement.Y > Place.Y)
                {
                    timer   = TimeSpan.Zero;
                    inPlace = true;
                    return(b.Position);
                }

                return(movement);
            }
            else
            {
                Random rd     = new Random();
                float  rd_num = (rd.Next(0, 100)) / 300f; // need random number for final boss move

                tracker += GameEngine.gameTime.ElapsedGameTime;

                if (timer < TimeSpan.FromSeconds(2))
                {
                    direction.X = -.3f + rd_num;
                    direction.Y = .3f - rd_num;
                }

                if (timer >= TimeSpan.FromSeconds(2) && timer < TimeSpan.FromSeconds(4))
                {
                    direction.X = .3f - rd_num;
                    direction.Y = .3f - rd_num;
                }

                if (timer >= TimeSpan.FromSeconds(4) && timer < TimeSpan.FromSeconds(6))
                {
                    direction.X = .3f - rd_num;
                    direction.Y = -.3f + rd_num;
                }

                if (timer >= TimeSpan.FromSeconds(6) && timer < TimeSpan.FromSeconds(8))
                {
                    direction.X = -.3f + rd_num;
                    direction.Y = -.3f + rd_num;
                }

                if (timer >= TimeSpan.FromSeconds(8))
                {
                    timer = TimeSpan.Zero; //reset timespan to 0
                }

                if ((b.Position.X <= 100 || b.Position.X >= GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - 100))
                {
                    return(new Vector2(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width / 2, b.Position.Y));
                }

                if ((b.Position.Y <= 0 || b.Position.Y >= GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height))
                {
                    return(new Vector2(b.Position.X, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height / 4));
                }

                if ((b as Character).Lives <= lifeSpan || tracker >= interval)
                {
                    //Next Stage
                    stages.Dequeue();
                    tracker = TimeSpan.Zero;
                    updateNextTime(lifeSpan);
                }
                if (stages.Count > 0)
                {
                    //current stage behavior
                    stages.Peek().Shoot(b);
                }
                else
                {
                    //all stages done, boss dies
                    b.Die();
                }
                return(new Vector2(b.Position.X + direction.X, b.Position.Y + direction.Y));
            }
        }
 public BulletScatterTwo(GameEngineBehaviors b, Vector2 V, float v = .6f) : base(b, Images.MyBullet, DefaultSizes.DefaultBulletSize, null, V)
 {
     i.IsLooped = false;
     i.Volume   = v;
 }
 public override void Shoot(GameEngineBehaviors b)
 {
     this.scatterBullet(b);
 }
Exemple #21
0
 public override void Shoot(GameEngineBehaviors b)
 {
     trackingBullet_mode2(b);
 }
Exemple #22
0
 public virtual void Shoot(GameEngineBehaviors b)
 {
 }
 public override void Shoot(GameEngineBehaviors b)
 {
     this.trackingBullet(b);
 }
Exemple #24
0
 public override void Shoot(GameEngineBehaviors b)
 {
     this.triangleBullet(b);
 }