public PutinBoss(GameObject target, GameObjectList bulletList) : base("EnemyImages/Putin", target, 0, 1) { position = GameEnvironment.Screen.ToVector2() / 2; originalPos = position; this.bulletList = bulletList; origin = Center; myBullet = new Sicklies(this, AngularDirection, 200); }
public override void Update(GameTime gameTime) { /* * Boss Mechanics */ if (health > 175) //FASE 1 { if (vulnerable) { Angle += 0.04f; if (shootTimer % 10 == 0) { myBullet = new Sicklies(this, AngularDirection, 250); bulletList.Add(myBullet); } } } else if (health > 150 && health < 175) //FASE 2 { if (vulnerable) { Angle -= 0.04f; if (shootTimer % 8 == 0) { myBullet = new Sicklies(this, AngularDirection, 250); bulletList.Add(myBullet); } } } else if (health > 100 && health < 150) //FASE 3 { if (vulnerable) { Angle += 0.06f; if (shootTimer % 6 == 0) { myBullet = new Sicklies(this, AngularDirection, 300); bulletList.Add(myBullet); myBullet = new Sicklies(this, AngularDirection, 600); bulletList.Add(myBullet); } } } else if (health > 50 && health < 100) //FASE 4 { if (vulnerable) { Angle -= 0.07f; if (shootTimer % 6 == 0) { myBullet = new Sicklies(this, AngularDirection, 350); bulletList.Add(myBullet); myBullet = new Sicklies(this, AngularDirection, 700); bulletList.Add(myBullet); } } } else if (health < 50) //FASE 5 { if (vulnerable) { Angle -= 0.08f; if (shootTimer % 4 == 0) { myBullet = new Sicklies(this, AngularDirection, 400); bulletList.Add(myBullet); myBullet = new Sicklies(this, AngularDirection, 600); bulletList.Add(myBullet); myBullet = new Sicklies(this, AngularDirection, 800); bulletList.Add(myBullet); } } } if (!vulnerable) { currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; InvincibleTimer(); } if (shakeBoss) { if (shakingCount % 2 == 0) { position = originalPos; posMod = new Vector2(random.Next(-3, 3), random.Next(-2, 2)); } shakingCount++; position += posMod; } shootTimer++; }