Esempio n. 1
0
    private void AddDirectAttackEnemy(int variety)
    {
        var dae = (PackedScene)ResourceLoader.Load("res://Components/DirectAttackEnemy.tscn");
        DirectAttackEnemy daeInstance = (DirectAttackEnemy)dae.Instance();

        daeInstance.SetVariety(variety);
        daeInstance.AddToGroup("enemies");
        AddChild(daeInstance);
    }
Esempio n. 2
0
    public override void _Process(float delta)
    {
        switch (Phase)
        {
        // Slide down from the top.
        case MovementPhase.JustEntered:
            if (this.Position.y < 100)
            {
                this.Translate(positionDifference * moveSpeed * delta);
                moveSpeed -= 0.005f;
            }
            else
            {
                oldPosition = this.Position;
                moveSpeed   = game.Boss1MoveSpeed;
                Phase       = MovementPhase.MovingInCircle;
            }
            break;

        // Move in increasingly smaller circles.
        case MovementPhase.MovingInCircle:
            var newPoint = PointOnCircle(currentRadius, currentAngle, playerPosition);

            // FIXME - get this to work
            //LookAt(PointOnCircle(currentRadius, currentAngle - 10, playerPosition));

            Translate((newPoint - oldPosition));

            // Continue to move in a circle.
            currentAngle += movingClockwise ?
                            moveSpeed * delta :
                            moveSpeed * delta * -1;

            // And shrink the circle based on how long we've been in this phase.
            if (currentRadius > minimumRadiusLimit)
            {
                currentRadius -= shrinkSpeed * delta;
            }

            // Count up and then shoot fly's at the player!
            if (shootProjectileTimer < game.Boss1ShootStartingTimer)
            {
                shootProjectileTimer += delta;
            }
            else
            {
                if (shootProjectileLimit > game.Boss1ShootMinimumTime)
                {
                    shootProjectileLimit -= 0.3f;
                }

                shootProjectileTimer = 0.0f;

                var aSprite = this.GetNode <AnimatedSprite>("Sprite");
                aSprite.Play("attacking2");
                aSprite.Playing = true;

                var dae = (PackedScene)ResourceLoader.Load("res://Components/DirectAttackEnemy.tscn");
                DirectAttackEnemy daeInstance = (DirectAttackEnemy)dae.Instance();
                this.GetParent().AddChild(daeInstance);
                var temp = this.Position;
                daeInstance.SetStartingPosition(temp);
                daeInstance.SetVariety(3);
            }

            oldPosition = newPoint;
            break;

        // Back up and change direction.
        case MovementPhase.Hit:
            currentRadius = originalRadius;

            newPoint = PointOnCircle(currentRadius, currentAngle, playerPosition);
            Translate((newPoint - oldPosition));

            oldPosition     = newPoint;
            movingClockwise = !movingClockwise;

            shootProjectileTimer = 0.0f;
            DamageToTake         = 0;
            moveSpeed           += 4.0f;

            Phase = MovementPhase.MovingInCircle;
            break;
        }


        if (HitCoolDownTimer > 0.0f)
        {
            HitCoolDownTimer -= delta;
        }
        else
        {
            if ((Area.GetOverlappingAreas().Count) > 0 && (DamageToTake > 0))
            {
                Phase = MovementPhase.Hit;
            }
        }

        if (HitAnimationTimer > 0.0f)
        {
            var sprite = this.GetNode <AnimatedSprite>("Sprite");
            sprite.SelfModulate = new Color(0.5f - HitAnimationTimer, 0.5f - HitAnimationTimer, 0.5f - HitAnimationTimer);

            HitAnimationTimer -= delta;
        }
        else
        {
            HitAnimationTimer = 0.0f;
            var sprite = this.GetNode <AnimatedSprite>("Sprite");
            sprite.SelfModulate = new Color(1, 1, 1);
        }
    }