public Stage01_E01c(EnemyData edt,bool _turnleft = false) { turnleft = _turnleft; enemydata = edt; enemydata.Speed = 150; direction = enemydata.Direction; position = enemydata.Position; direction.X = 0; direction.Y = -1; TCset godir = new TCset(0,200); //0-200帧行走直线并且进行减速 godir.Name = "godir"; commands.Add(godir); TCset rotate = new TCset(500, 580); //500-580帧时进行旋转,并且进行加速 rotate .Name = "rotate"; commands .Add(rotate); }
public Stage01_E01c(EnemyData edt, bool _turnleft = false) { turnleft = _turnleft; enemydata = edt; enemydata.Speed = 150; direction = enemydata.Direction; position = enemydata.Position; direction.X = 0; direction.Y = -1; TCset godir = new TCset(0, 200); //0-200帧行走直线并且进行减速 godir.Name = "godir"; commands.Add(godir); TCset rotate = new TCset(500, 580); //500-580帧时进行旋转,并且进行加速 rotate.Name = "rotate"; commands.Add(rotate); }
Vector2D vct; //用于存放指向敌人的主方向 #endregion Fields #region Constructors public Stage01_E01(TextureManager _texturemanager, float x, float y,bool _turnleft = false) { name = "Stage01_E01"; texturemanager = _texturemanager; Position.X = x; Position.Y = y; enemybody = new DarkBlueLittleSprite(texturemanager); //皮肤选择为DarkBlueLittleSprite enemybody.multiSprite.State = 0; //一开始先重置为一般状态 hp = 1500; enemydata = new EnemyData(Position, Direction, Scale, 100); //建立一个敌人数据,用于传递给行为控制器使用 turnleft = _turnleft; controler = new Stage01_E01c(enemydata,turnleft); //建立一个专属的行为控制器 renderlevel = 0; //在敌人列表中置于最底层 Break_ani = new BreakOut_Blue(_texturemanager, Position,20,16,64); //爆炸动画 breakParticle = new Particle.BreakPointsParticles(_texturemanager, 0); //溅射粒子 breakParticle.EnableVisibleLenth(true, 5); TCset fire01 = new TCset(50, 250); //200-500帧第一阶段释放子弹 fire01.Name = "fire01"; commands.Add(fire01); //添加进任务队列 TCset fire02 = new TCset(250, 400); //500-580帧时进行旋转,并且进行加速 fire02.Name = "fire02"; commands.Add(fire02); TCset stop01 = new TCset(320, 340); //中间过程停止发射(stop要置于fire等命令的后面) stop01.Name = "stop01"; commands.Add(stop01); }