public OctoBehavior(Octo actor, Actor target)
            : base(actor)
        {
            this.actor            = actor;
            this.target           = target;
            this.pathFindBehavior = new PathfindBehavior(actor, target, .06f);

            this.shootBehavior         = new ShootAttack(actor);
            shootBehavior.target       = target;
            shootBehavior.speed        = 6;
            shootBehavior.projectileId = actor.world.actorFactory.getActorId("SlimeBall");

            actor.octoball.addEndAct(
                (frame) => {
                shootBehavior.run(); actor.world.tileEngine.audioComponent.playSound(actor.audioSet[1], false);
            }
                );

            actor.octoball.addEndAct(
                (frame) => {
                actor.anim.reset(); actor.anim = actor.floatingAnimation; shotcooldown = 100f;
            }
                );

            this.shotcooldown = 160f;
            this.shotrate     = 140f;
        }
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        public WizBlobBehavior(WizBlob actor, Actor target)
            : base(actor)
        {
            this.actor            = actor;
            this.target           = target;
            this.pathFindBehavior = new PathfindBehavior(actor, target, .1f);

            this.shootBehavior         = new ShootAttack(actor);
            shootBehavior.target       = target;
            shootBehavior.speed        = 1;
            shootBehavior.projectileId = actor.world.actorFactory.getActorId("FireBlob");

            this.shotcooldown = 160f;
            this.lockCooldown = 0;
            this.shotrate     = 150f;

            Animation.Action shootFireblob = frame =>
            {
                this.shootBehavior.run();
                actor.anim.reset();
            };

            Animation.Action reset = frame =>
            {
                determineDirectionAnimation();
            };

            int animNum = 0;

            foreach (Animation a in ((WizBlob)actor).shootFireblobAnimation)
            {
                switch (animNum)
                {
                case 0:
                    a.addFrameAct(84, shootFireblob);
                    break;

                case 1:
                    a.addFrameAct(36, shootFireblob);
                    break;

                case 2:
                    a.addFrameAct(60, shootFireblob);
                    break;

                case 3:
                    a.addFrameAct(12, shootFireblob);
                    break;
                }
                //a.addEndAct(reset);
                animNum++;
            }
        }
 public BlobBehavior(Actor actor, Actor target)
     : base(actor)
 {
     this.shotcooldown          = Constants.BLOB_BEHAVIOR_SHOTCOOLDOWN;
     this.shotrate              = Constants.BLOB_BEHAVIOR_SHOTRATE;
     this.target                = target;
     this.actor                 = actor;
     this.pathFindBehavior      = new PathfindBehavior(actor, target, Constants.BLOB_BEHAVIOR_PATHFIND);
     this.shootBehavior         = new ShootAttack(actor);
     shootBehavior.target       = target;
     shootBehavior.projectileId = actor.world.actorFactory.getActorId(Constants.BLOB_BEHAVIOR_SHOT);
 }
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        public ZazzleBehavior(Actor actor, Actor target)
            : base(actor)
        {
            this.target = target;
            this.actor  = actor;


            this.shootBehavior         = new ShootAttack(actor);
            shootBehavior.target       = target;
            shootBehavior.projectileId = actor.world.actorFactory.getActorId("ZazzleShot");
            shootBehavior.speed        = 3;

            this.shotcooldown = 160f;
            this.shotrate     = 40f;
        }
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        public SentinelBehavior(Actor actor, Actor target)
            : base(actor)
        {
            this.actor            = actor;
            this.target           = target;
            this.pathFindBehavior = new PathfindBehavior(actor, target, 10f);

            this.shootBehavior         = new ShootAttack(actor);
            shootBehavior.target       = target;
            shootBehavior.projectileId = actor.world.actorFactory.getActorId("Laser");
            shootBehavior.offset       = new Vector2(0, -10);
            shootBehavior.radius       = 0;

            this.shotcooldown = 160f;
        }
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 // Use this for initialization
 override public void Start()
 {
     shootAttack = self.GetComponent <ShootAttack> ();
     shootAttack.StartLightAttack();
     return;
 }