public override void Start() { base.Start(); health = obj.GetBehavior <enemyHealth>() as enemyHealth; health.boss = true; spawner = obj.GetBehavior <BulletSpawner>() as BulletSpawner; }
static void spawnSun(Squared.Tiled.Object obj) { GameObject2d spawner = GameObject2d.Initialize(); //TEMP Texture2D bulletSprite = content.Load <Texture2D>("bullet_1"); spawner.sprite = new AnimatedSprite(content.Load <Texture2D>("sunSprite"), 3, 1000, 1000, true, 0); spawner.sprite.Scale *= 1; spawner.sprite.collisionBox *= 0.85f; spawner.sprite.LayerDepth = 0.4f; spawner.addBehavior(new grazeEnemy()); BulletSpawner b = new BulletSpawner(); spawner.sprite.Position = new Vector2(obj.X, obj.Y); b.bulletSpeed = 2; b.bulletAmount = 3; b.bulletfrequency = 0.05f; // ms b.spin = 0.3f; b.Wave = 0.2f; b.bulletSprite = bulletSprite; b.scale = Vector2.One * 0.4f; spawner.addBehavior(b); // Bar Vector2 barscale = Vector2.One * 0.29f; Vector2 barPos = new Vector2(300, 45); ProgressBar bar = ProgressBar.Initialize() as ProgressBar; bar.sprite = new Sprite(content.Load <Texture2D>("bar")); bar.sprite.Position = barPos; bar.sprite.Scale = barscale; bar.sprite.LayerDepth = 0.01f; bar.sprite.enableCam = false; bar.innerSprite = new Sprite(content.Load <Texture2D>("inner")); bar.innerSprite.Position = barPos; bar.innerSprite.Color = Color.DarkRed; bar.innerSprite.Scale = barscale; bar.innerSprite.enableCam = false; bar.value = 100; // more boss stuff? BossController boss = new BossController(); boss.healthbar = bar; spawner.addBehavior(boss); var h = new enemyHealth(); h.max = 20000; spawner.addBehavior(h); }
public override void Start() { base.Start(); ran = new Random(); health = obj.GetBehavior <enemyHealth>() as enemyHealth; spawner = obj.GetBehavior <BulletSpawner>() as BulletSpawner; spawner.scale = Vector2.One * 0.5f; spawner.bulletSpeed = 2; spawner.bulletSprite = bulletSprite; }