Exemple #1
0
        public override void Update()
        {
            angle += angleV; //change angle every frame
            //circle boss with a distance of 50
            x = (float)Math.Cos(angle) * 50 + boss.x;
            y = (float)Math.Sin(angle) * 50 + boss.y;

            angleToPlayer = MyMath.PointToPointAngle(x, y, game.player.x, game.player.y);

            if (gunID == 0)
            {//shoots at player every 50 frames within an error of 15 degrees
                count++;
                if (count % 50 == 0)
                {
                    game.enemyBullets.Add(new EnemyBullet(x, y, MyRandom.PlusMinus(15 * MyMath.Deg2Rad) + angleToPlayer, 8f));
                }
            }
            else if (gunID == 1)
            {//every 100 frames, shoots a shotgun blast of 10 bullets with varying speeds at the player, whithin an error of 45 degrees
                count++;
                if (count % 100 == 0)
                {
                    for (int i = 0; i < 10; i++)
                    {
                        game.enemyBullets.Add(new EnemyBullet(x, y, MyRandom.PlusMinus(45 * MyMath.Deg2Rad) + angleToPlayer, MyRandom.Range(1, 8)));
                    }
                }
            }
            else if (gunID == 2)
            {//every 10 frames shoots in a random direction
                count++;
                if (count % 10 == 0)
                {
                    game.enemyBullets.Add(new EnemyBullet(x, y, MyRandom.PlusMinus(180 * MyMath.Deg2Rad), 8f));
                }
            }
            else if (gunID == 3)
            {//for 10 frames shoo in a circular pattern, resets after 40 frames
                count++;
                if (count < 10)
                {
                    game.enemyBullets.Add(new EnemyBullet(x, y, count * 36 * MyMath.Deg2Rad, count));
                }
                if (count > 50)
                {
                    count = 0;
                }
            }
        }
Exemple #2
0
        public override void Update()
        {
            if (state == State.Appear)
            {
                x -= 5;

                if (x <= 750)
                {
                    state = State.Normal;
                }
            }
            else if (state == State.Normal)
            {
                if (playerY > y)
                {
                    y += 1;
                }
                if (playerY < y)
                {
                    y -= 1;
                }
                x += (float)Math.Cos((bulletCount * 3) * MyMath.Deg2Rad);
                y += (float)Math.Sin((bulletCount * 3) * MyMath.Deg2Rad);

                bulletCount++;
                if (bulletCount == 100)
                {
                    for (int i = 0; i < 50; i++)
                    {
                        game.enemyBullets.Add(new EnemyBullet(x, y, MyRandom.Range(150, 210) * MyMath.Deg2Rad, MyRandom.Range(1f, 8f)));
                    }
                    bulletCount = 0;
                }

                if (playerX > x)
                {
                    for (int i = 0; i < 20; i++)
                    {
                        game.enemyBullets.Add(new EnemyBullet(x, y, MyRandom.PlusMinus(45) * MyMath.Deg2Rad, MyRandom.Range(1f, 8f)));
                    }
                }
            }
            else if (state == State.Swoon)
            {
                swoonTime--;

                if (swoonTime <= 0)
                {
                    state = State.Angry;
                }
            }
            else if (state == State.Angry)
            {
                specialAbilityCount++;
                if (specialAbilityCount < 100)
                {
                    if (specialAbilityCount % 2 == 0)
                    {
                        x = x + specialAbilityCount;
                    }
                    if (specialAbilityCount % 2 == 1)
                    {
                        x = x - specialAbilityCount;
                    }
                }
                if (specialAbilityCount == 100)
                {
                    x = Screen.Width + 100;
                }
                if (specialAbilityCount == 150)
                {
                    x = MyRandom.Range(0, Screen.Width);
                    y = MyRandom.Range(0, Screen.Height);
                    for (int i = 0; i < 360; i += 20)
                    {
                        game.enemyBullets.Add(new EnemyBullet(x, y, i * MyMath.Deg2Rad, 8f));
                    }
                    for (int i = 10; i < 360; i += 20)
                    {
                        game.enemyBullets.Add(new EnemyBullet(x, y, i * MyMath.Deg2Rad, 4f));
                    }
                }
                if (specialAbilityCount == 200)
                {
                    specialAbilityCount = 0;
                }
            }
            else if (state == State.Dying)
            {
                dyingTime--;
                y     += .2f;
                angle += .2f * MyMath.Deg2Rad;
                x      = MyRandom.Range(x - 2f, x + 2f);

                if (dyingTime % 4 == 0)
                {
                    game.explosions.Add(new Explosion(
                                            MyRandom.Range(x - Size / 2, x + Size / 2),
                                            MyRandom.Range(y - Size / 2, y + Size / 2)));
                }

                if (dyingTime <= 0)
                {
                    isDead = true;
                    for (int i = 0; i < 25; i++)
                    {
                        game.explosions.Add(new Explosion(
                                                MyRandom.Range(x - Size / 2, x + Size / 2),
                                                MyRandom.Range(y - Size / 2, y + Size / 2)));
                    }
                }
            }
        }