Esempio n. 1
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 public Bradley_rocket(float x, float y, int delay, bool sound) : base(x, y)
 {
     spritemap.Add(Animation.up, "0-2", 1);
     spritemap2.Add(Animation.down, "0-2", 1);
     spritemap.CenterOrigin();
     spritemap2.CenterOrigin();
     Layer      = +600;
     this.delay = delay;
     scene.Add(this);
     this.sound = sound;
 }
Esempio n. 2
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 public BiggestTonk(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0", 4);
     spritemap.Add(Animation.Shoot, "0-16", 4).NoRepeat();
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     cooldown = scene.random.Next(60 * 2, 60 * 3);
     scene.Add(this);
     SetHitbox(187, 80, ColliderTags.Garbage);
     Hitbox.CenterOrigin();
 }
Esempio n. 3
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 public Mortar(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0", 4);
     spritemap.Add(Animation.Shoot, "0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13", 4).NoRepeat();
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     cooldown = scene.random.Next(60 * 1, 60 * 2);
     scene.Add(this);
     SetHitbox(40, 42, ColliderTags.Garbage);
     Hitbox.CenterOrigin();
 }
Esempio n. 4
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 public Minigun(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0, 1, 2, 3", 4);
     spritemap.Add(Animation.Shoot, "4-20", 4).NoRepeat();
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     scene.Add(this);
     this.cooldown = scene.random.Next(60 * 4, 60 * 6);
     SetHitbox(128, 63, ColliderTags.Garbage);
     Hitbox.CenterOrigin();
 }
Esempio n. 5
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 public FatTonk(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0, 1", 4);
     spritemap.Add(Animation.Shoot, "2-17", 4).NoRepeat();
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     cooldown = scene.random.Next(60 * 1, 60 * 2);
     scene.Add(this);
     SetHitbox(130, 62, ColliderTags.Garbage);
     Hitbox.CenterOrigin();
 }
Esempio n. 6
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 public Soldier(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, scene.GetAnimationString(0, 0), 5).NoRepeat();
     spritemap.Add(Animation.Throw, scene.GetAnimationString(0, 11), 4).NoRepeat();
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     runtime = (int)spritemap.Anim(Animation.Idle).TotalDuration *scene.random.Next(3, 4);
     AddGraphic(spritemap);
     scene.Add(this);
     SetHitbox(43, 42, ColliderTags.Garbage);
     Hitbox.CenterOrigin();
 }
Esempio n. 7
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 public Projectile_rocket(float x, float y, float ex, float ey) : base(x, y)
 {
     spritemap.Add(Animation.Fly, "0-1", 3);
     start = new Vector2(x, y);
     end   = new Vector2(ex, ey);
     //spritemap.Angle = (float)((Math.Atan2(start.X - end.X, start.Y - end.Y)) * (180 / Math.PI)) + 90;
     spritemap.CenterOrigin();
     spritemap.Angle = (float)((Math.Atan2(start.X - end.X, start.Y - end.Y)) * (180 / Math.PI)) + 90;
     AddGraphic(spritemap);
     spritemap.Play(Animation.Fly);
     scene.Add(this);
     sound.Play();
     Layer = -600;
 }
Esempio n. 8
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 public Enemy_Shield(float x, float y) : base(x, y)
 {
     Layer          = -500;
     this.MaxHP     = scene.stage.MaxHP / 4;
     this.CurrentHP = this.MaxHP;
     SetHitbox(33, 40, ColliderTags.EnemyUnit);
     Hitbox.SetPosition(28, 27);
     spritemap.Add(Animation.Death1, scene.GetAnimationString(0, 21), 4).NoRepeat();
     spritemap.Add(Animation.Death2, "22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 31", 4).NoRepeat();
     spritemap.Add(Animation.Death3, scene.GetAnimationString(33, 41), 4).NoRepeat();
     spritemap.Add(Animation.Death4, scene.GetAnimationString(42, 52), 4).NoRepeat();
     spritemap.Add(Animation.Death5, scene.GetAnimationString(53, 67), 4).NoRepeat();
     spritemap.Add(Animation.Death6, scene.GetAnimationString(68, 80), 4).NoRepeat();
     spritemap.Add(Animation.Death7, scene.GetAnimationString(81, 95), 4).NoRepeat();
     spritemap.Add(Animation.WeaponOut, "96-99", 4).NoRepeat();
     spritemap.Add(Animation.WeaponBack, "99-96", 4).NoRepeat();
     spritemap.Add(Animation.Idle, "100-105", 8);
     spritemap.Add(Animation.Run, "106-117", 4);
     spritemap.Add(Animation.Shoot, "118-123", 4).NoRepeat();
     spritemap.Play(Animation.Run);
     AddGraphic(spritemap);
     scene.Add(this);
     scene.enemyList.Add(this);
     runtime = (int)spritemap.Anim(Animation.Run).TotalDuration *scene.random.Next(3, 12);
 }
Esempio n. 9
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 public override void Update()
 {
     if (this.Timer >= this.delay)
     {
         if (this.Timer == this.delay)
         {
             spritemap.Play(Animation.rotate);
             AddGraphic(spritemap);
             //Throw.Volume = Sound.GlobalVolume * 0.2f;
             Throw.Play();
         }
         if (this.Timer <= this.delay + 60)
         {
             //Y -= ((start.Y - hight) /1830)*counter;
             spritemap.Angle += (68f / 1830) * counter;
             Y -= ((start.Y - height) / 1830) * counter;
             counter--;
         }
         else
         {
             spritemap.Angle += (68f / 1830) * counter;
             Y += ((destination.Y - height) / 1830) * counter;
             counter++;;
         }
         X -= (start.X - destination.X) / 120;
     }
     if (X <= destination.X)
     {
         scene.Add(new Explosions(X, Y, Explosions.ExplosionType.small, 0, false));
         RemoveSelf();
     }
     base.Update();
 }
Esempio n. 10
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 public Enemy_Cokka(float x, float y) : base(x, y)
 {
     Layer          = -500;
     this.MaxHP     = scene.stage.MaxHP * 2;
     this.CurrentHP = this.MaxHP;
     SetHitbox(72, 57, ColliderTags.EnemyUnit);
     Hitbox.SetPosition(12, 20);
     spritemap.Add(Animation.Shoot, scene.GetAnimationString(0, 16), 4).NoRepeat();
     spritemap.Add(Animation.Death, scene.GetAnimationString(17, 25), 4).NoRepeat();
     spritemap.Add(Animation.WeaponOut, scene.GetAnimationString(32, 38), 4).NoRepeat();
     spritemap.Add(Animation.Run, scene.GetAnimationString(26, 31), 4);
     spritemap.Play(Animation.Run);
     AddGraphic(spritemap);
     scene.Add(this);
     scene.enemyList.Add(this);
     runtime = (int)spritemap.Anim(Animation.Run).TotalDuration *scene.random.Next(3, 12);
 }
Esempio n. 11
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 public Garbage(float x, float y, string source, bool flipped) : base(x, y)
 {
     image = new Image(source);
     AddGraphic(image);
     scene.Add(this);
     image.FlippedX = flipped;
     SetHitbox(image.TextureRegion.Width, image.TextureRegion.Height, ColliderTags.Garbage);
 }
Esempio n. 12
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 public Heli(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0-15", 1);
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     cooldown = 40;
     scene.Add(this);
     fire = scene.random.Next(60 * 1, 60 * 2);
 }
Esempio n. 13
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 public Hover(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0", 4);
     spritemap.Add(Animation.Shoot, "0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33", 2);
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Shoot);
     AddGraphic(spritemap);
     scene.Add(this);
     fire = scene.random.Next(60 * 2, 60 * 3);
 }
Esempio n. 14
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 public Rocket(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0", 4);
     spritemap.Add(Animation.Shoot, "0,1,2,3,4,5,6,7, 8,9,10,8,9,10,8,9,10,8,9,10,8,9,10,8,9,10,8,9,10,8,9,10,8,9,10,8,9,10, 11,12,13,14,15,16,11,12,13,14,15,16,11,12,13,14,15,16,11,12,13,14,15,16, 17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34", 4).NoRepeat();
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     cooldown = scene.random.Next(60 * 4, 60 * 5);
     scene.Add(this);
     SetHitbox(124, 110, ColliderTags.Garbage);
     Hitbox.CenterOrigin();
 }
Esempio n. 15
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 public Chest(float x, float y) : base(x, y)
 {
     SetHitbox(21, 23, ColliderTags.EnemyUnit);
     Hitbox.SetPosition(6, 5);
     this.prize = scene.stage.GetTreasureGold();
     spritemap.Add(Animation.Open, "6-9", 4).NoRepeat();
     spritemap.Add(Animation.Close, "9-6", 4).NoRepeat();
     spritemap.Add(Animation.Idle, "0-5", 4);
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     scene.Add(this);
 }
Esempio n. 16
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 public Sniper(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0", 4);
     spritemap.Add(Animation.Shoot, "0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22", 3).NoRepeat();
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     cooldown = scene.random.Next(60 * 2, 60 * 3);
     scene.Add(this);
     SetHitbox(66, 27, ColliderTags.Garbage);
     Hitbox.CenterOrigin();
 }
Esempio n. 17
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 public Turret(float x, float y) : base(x, y)
 {
     spritemap.Add(Animation.Idle, "0, 1", 4);
     spritemap.Add(Animation.Shoot, "2-17", 4).NoRepeat();
     spritemap.CenterOrigin();
     spritemap.Play(Animation.Idle);
     AddGraphic(spritemap);
     scene.Add(this);
     cooldown = scene.random.Next(2 * 60, 3 * 60);
     SetHitbox(170, 80, ColliderTags.Garbage);
     Hitbox.CenterOrigin();
 }
Esempio n. 18
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 public Enemy_Soldier(float x, float y) : base(x, y)
 {
     Layer          = -500;
     this.MaxHP     = scene.stage.MaxHP / 4;
     this.CurrentHP = this.MaxHP;
     SetHitbox(33, 40, ColliderTags.EnemyUnit);
     Hitbox.SetPosition(28, 27);
     spritemap.Add(Animation.Death1, scene.GetAnimationString(0, 21), 4).NoRepeat();
     spritemap.Add(Animation.Death2, "22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 31", 4).NoRepeat();
     spritemap.Add(Animation.Death3, scene.GetAnimationString(33, 41), 4).NoRepeat();
     spritemap.Add(Animation.Death4, scene.GetAnimationString(42, 52), 4).NoRepeat();
     spritemap.Add(Animation.Death5, scene.GetAnimationString(53, 67), 4).NoRepeat();
     spritemap.Add(Animation.Death6, scene.GetAnimationString(68, 80), 4).NoRepeat();
     spritemap.Add(Animation.Death7, scene.GetAnimationString(81, 95), 4).NoRepeat();
     spritemap.Add(Animation.Throw, scene.GetAnimationString(115, 129), 4).NoRepeat();
     spritemap.Add(Animation.Idle, scene.GetAnimationString(96, 102), 5);
     spritemap.Add(Animation.Run, scene.GetAnimationString(103, 114), 4);
     spritemap.Play(Animation.Run);
     AddGraphic(spritemap);
     scene.Add(this);
     scene.enemyList.Add(this);
     runtime = (int)spritemap.Anim(Animation.Run).TotalDuration *scene.random.Next(3, 12);
 }
Esempio n. 19
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 public Projectile_heli_rocket(float x, float y, float ex, float ey, bool heli) : base(x, y)
 {
     this.heli = heli;
     if (heli)
     {
         spritemap = new Spritemap <Animation>("Assets/Img/projectile_heli_rocket.png", 55, 16);
     }
     else
     {
         spritemap = new Spritemap <Animation>("Assets/Img/projectile_hover_rocket.png", 60, 15);
     }
     spritemap.Add(Animation.Fly, "1-3", 1);
     spritemap.Add(Animation.Idle, "0", 4).NoRepeat();
     start = new Vector2(x, y);
     end   = new Vector2(ex, ey);
     //spritemap.Angle = (float)((Math.Atan2(start.X - end.X, start.Y - end.Y)) * (180 / Math.PI)) + 90;
     spritemap.CenterOrigin();
     spritemap.Angle = (float)((Math.Atan2(start.X - end.X, start.Y - end.Y)) * (180 / Math.PI)) - 90;
     AddGraphic(spritemap);
     spritemap.Play(Animation.Idle);
     Layer = -600;
     scene.Add(this);
 }
Esempio n. 20
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 public Enemy_Mummy(float x, float y) : base(x, y)
 {
     Layer          = -500;
     this.MaxHP     = scene.stage.MaxHP;
     this.CurrentHP = this.MaxHP;
     SetHitbox(35, 46, ColliderTags.EnemyUnit);
     Hitbox.SetPosition(9, 17);
     spritemap.Add(Animation.Shoot, scene.GetAnimationString(0, 21), 3).NoRepeat();
     spritemap.Add(Animation.Death, scene.GetAnimationString(22, 67), 3).NoRepeat();
     spritemap.Add(Animation.Run, scene.GetAnimationString(68, 85), 3);
     spritemap.Play(Animation.Run);
     AddGraphic(spritemap);
     scene.Add(this);
     scene.enemyList.Add(this);
     runtime = (int)spritemap.Anim(Animation.Run).TotalDuration *scene.random.Next(3, 12);
 }
Esempio n. 21
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 public Enemy_high_tonk(float x, float y) : base(x, y)
 {
     Layer          = -500;
     this.MaxHP     = scene.stage.MaxHP * 4;
     this.CurrentHP = this.MaxHP;
     SetHitbox(72, 97, ColliderTags.EnemyUnit);
     Hitbox.SetPosition(40, 10);
     spritemap.Add(Animation.Death, "43, 44, 45, 0", 8).NoRepeat();
     spritemap.Add(Animation.Run, "1-6", 4);
     spritemap.Add(Animation.Idle, "7, 8", 4);
     spritemap.Add(Animation.Shoot, "19-35,9-18", 4).NoRepeat();
     //spritemap.Add(Animation.Shoot, "9-35", 4).NoRepeat();
     spritemap.Add(Animation.Stop, "36-42", 4).NoRepeat();
     spritemap.Play(Animation.Run);
     AddGraphic(spritemap);
     scene.Add(this);
     scene.enemyList.Add(this);
     runtime = (int)spritemap.Anim(Animation.Run).TotalDuration *scene.random.Next(3, 12);
 }
Esempio n. 22
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 public override void Update()
 {
     if (this.Timer >= this.delay)
     {
         if (this.Timer == this.delay)
         {
             spritemap.Play(Animation.rotate);
             AddGraphic(spritemap);
             Throw.Play();
         }
         if (!ally)
         {
             X += (destination.X - start.X) / 120;
         }
         else
         {
             X -= (start.X - destination.X) / 120;
         }
         if (this.Timer <= this.delay + 60)
         {
             //Y -= ((start.Y - hight) /1830)*counter;
             Y -= ((start.Y - height) / 1830) * counter;
             counter--;
         }
         else
         {
             Y += ((destination.Y - height) / 1830) * counter;
             counter++;
         }
     }
     if ((X >= destination.X && !ally) || (X <= destination.X && ally))
     {
         scene.Add(new Explosions(X, Y, Explosions.ExplosionType.small, 0, false));
         RemoveSelf();
     }
     base.Update();
 }