public void R1() { Time = 100;//下一波攻擊時間 for (int i = 0; i < 20; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(430, -60 * i)); MMM.Yn = 250; MMM.N2 = 120; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 20; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(50, -60 * i)); MMM.Yn = 250; MMM.N2 = 120; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R7() { Time = 30;//下一波攻擊時間 MakeMonster("A1", new BOSS5_G(new Vector2(240, 150)), 2); MakeMonster("C1", new MONSTER7_B(new Vector2(0, 0)), 10); //右邊 for (int i = 0; i < 15; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(450, -40 * i)); MMM.Yn = GamePage.randObj.Next(0, 150); MMM.N2 = GamePage.randObj.Next(80, 320); MMM.ADD_X2 = (float)(GamePage.randObj.Next(-150, 0) * 0.01); MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } //左邊 for (int i = 0; i < 15; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(50, -40 * i)); MMM.Yn = GamePage.randObj.Next(0, 150); MMM.N2 = GamePage.randObj.Next(80, 320); MMM.ADD_X2 = (float)(GamePage.randObj.Next(0, 150) * 0.01); MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R3() { Time = 10;//下一波攻擊時間 MakeMonster("A1", new BOSS5(new Vector2(200, -800)), 1); for (int i = 0; i < 3; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(40 * i + 480 - 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 3; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(-40 * i + 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R11() { Time = 120;//下一波攻擊時間 for (int i = 0; i < 3; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(40 * i + 480 - 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 3; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(-40 * i + 50, 750)); MMM.Yn = 0; MMM.N2 = 250; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R5() { Time = 200;//下一波攻擊時間 for (int i = 0; i < 4; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(40 * i + 480 - 50, 500)); MMM.Yn = 500; MMM.N2 = GamePage.randObj.Next(50, 120); MMM.ADD_X2 = -1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 1f; BOX.Add(MMM); } for (int i = 0; i < 4; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(-40 * i + 50, 500)); MMM.Yn = 500; MMM.N2 = GamePage.randObj.Next(50, 120); MMM.ADD_X2 = 1f; MMM.ADD_Y2 = -2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 1f; BOX.Add(MMM); } }
public void R12() { Time = 700;//下一波攻擊時間 for (int i = 0; i < 25 + GamePage.HERO_S; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(20, -60 * i)); MMM.Yn = 650; MMM.N2 = 150; MMM.ADD_X2 = 2f; MMM.ADD_Y2 = 0f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } for (int i = 0; i < 25 + GamePage.HERO_S; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(440, -60 * i)); MMM.Yn = 650; MMM.N2 = 150; MMM.ADD_X2 = -2f; MMM.ADD_Y2 = 0f; MMM.N3 = 500; MMM.ADD_X3 = 0f; MMM.ADD_Y3 = 2f; BOX.Add(MMM); } }
public void R12() { Time = 300;//下一波攻擊時間 AAA.callMonster("MONSTER71", 25); for (int i = 0; i < 25; i++) { MONSTER11_A MMM = new MONSTER11_A(new Vector2(240, -40 * i)); MMM.Yn = 100; if (i % 2 == 0) { MMM.N2 = 150; MMM.ADD_X2 = -1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = 1f; MMM.ADD_Y3 = 2f; } else { MMM.N2 = 150; MMM.ADD_X2 = 1f; MMM.ADD_Y2 = 2f; MMM.N3 = 500; MMM.ADD_X3 = -1f; MMM.ADD_Y3 = 2f; } BOX.Add(MMM); } }
public void MakeMonster(string Ctype, MONSTER M, int Total) { MONSTER[] mbox = new MONSTER[Total]; TARY_GPLOC GP = new TARY_GPLOC(Ctype, new Vector2(M.Width, M.Height), new Vector2(M.X, M.Y), Total, false); for (int i = 0; i < GP.COUNT(); i++) { switch (M.GetType().ToString()) { case "hero.MONSTER1": mbox[i] = new MONSTER1(new Vector2(0, 0)); break; case "hero.MONSTER1_A": mbox[i] = new MONSTER1_A(new Vector2(0, 0)); break; case "hero.MONSTER1_B": mbox[i] = new MONSTER1_B(new Vector2(0, 0)); break; case "hero.MONSTER1_C": mbox[i] = new MONSTER1_C(new Vector2(0, 0)); break; case "hero.MONSTER11": mbox[i] = new MONSTER11(new Vector2(0, 0)); break; case "hero.MONSTER11_A": mbox[i] = new MONSTER11_A(new Vector2(0, 0)); break; case "hero.MONSTER11_B": mbox[i] = new MONSTER11_B(new Vector2(0, 0)); break; case "hero.MONSTER11_C": mbox[i] = new MONSTER11_C(new Vector2(0, 0)); break; case "hero.MONSTER2": mbox[i] = new MONSTER2(new Vector2(0, 0)); break; case "hero.MONSTER2_A": mbox[i] = new MONSTER2_A(new Vector2(0, 0)); break; case "hero.MONSTER2_B": mbox[i] = new MONSTER2_B(new Vector2(0, 0)); break; case "hero.MONSTER2_C": mbox[i] = new MONSTER2_C(new Vector2(0, 0)); break; case "hero.MONSTER21": mbox[i] = new MONSTER21(new Vector2(0, 0)); break; case "hero.MONSTER21_A": mbox[i] = new MONSTER21_A(new Vector2(0, 0)); break; case "hero.MONSTER21_B": mbox[i] = new MONSTER21_B(new Vector2(0, 0)); break; case "hero.MONSTER21_C": mbox[i] = new MONSTER21_C(new Vector2(0, 0)); break; case "hero.MONSTER3": mbox[i] = new MONSTER3(new Vector2(0, 0)); break; case "hero.MONSTER3_A": mbox[i] = new MONSTER3_A(new Vector2(0, 0)); break; case "hero.MONSTER3_B": mbox[i] = new MONSTER3_B(new Vector2(0, 0)); break; case "hero.MONSTER3_C": mbox[i] = new MONSTER3_C(new Vector2(0, 0)); break; case "hero.MONSTER31": mbox[i] = new MONSTER31(new Vector2(0, 0)); break; case "hero.MONSTER31_A": mbox[i] = new MONSTER31_A(new Vector2(0, 0)); break; case "hero.MONSTER31_B": mbox[i] = new MONSTER31_B(new Vector2(0, 0)); break; case "hero.MONSTER31_C": mbox[i] = new MONSTER31_C(new Vector2(0, 0)); break; case "hero.MONSTER4": mbox[i] = new MONSTER4(new Vector2(0, 0)); break; case "hero.MONSTER4_A": mbox[i] = new MONSTER4_A(new Vector2(0, 0)); break; case "hero.MONSTER4_B": mbox[i] = new MONSTER4_B(new Vector2(0, 0)); break; case "hero.MONSTER4_C": mbox[i] = new MONSTER4_C(new Vector2(0, 0)); break; case "hero.MONSTER41": mbox[i] = new MONSTER41(new Vector2(0, 0)); break; case "hero.MONSTER41_A": mbox[i] = new MONSTER41_A(new Vector2(0, 0)); break; case "hero.MONSTER41_B": mbox[i] = new MONSTER41_B(new Vector2(0, 0)); break; case "hero.MONSTER41_C": mbox[i] = new MONSTER41_C(new Vector2(0, 0)); break; case "hero.MONSTER5": mbox[i] = new MONSTER5(new Vector2(0, 0)); break; case "hero.MONSTER5_A": mbox[i] = new MONSTER5_A(new Vector2(0, 0)); break; case "hero.MONSTER5_B": mbox[i] = new MONSTER5_B(new Vector2(0, 0)); break; case "hero.MONSTER5_C": mbox[i] = new MONSTER5_C(new Vector2(0, 0)); break; case "hero.MONSTER51": mbox[i] = new MONSTER51(new Vector2(0, 0)); break; case "hero.MONSTER51_A": mbox[i] = new MONSTER51_A(new Vector2(0, 0)); break; case "hero.MONSTER51_B": mbox[i] = new MONSTER51_B(new Vector2(0, 0)); break; case "hero.MONSTER51_C": mbox[i] = new MONSTER51_C(new Vector2(0, 0)); break; case "hero.MONSTER6": mbox[i] = new MONSTER6(new Vector2(0, 0)); break; case "hero.MONSTER6_A": mbox[i] = new MONSTER6_A(new Vector2(0, 0)); break; case "hero.MONSTER6_B": mbox[i] = new MONSTER6_B(new Vector2(0, 0)); break; case "hero.MONSTER6_C": mbox[i] = new MONSTER6_C(new Vector2(0, 0)); break; case "hero.MONSTER7": mbox[i] = new MONSTER7(new Vector2(0, 0)); break; case "hero.MONSTER7_A": mbox[i] = new MONSTER7_A(new Vector2(0, 0)); break; case "hero.MONSTER7_B": mbox[i] = new MONSTER7_B(new Vector2(0, 0)); break; case "hero.MONSTER7_C": mbox[i] = new MONSTER7_C(new Vector2(0, 0)); break; case "hero.BOSS1": mbox[i] = new BOSS1(new Vector2(0, 0)); break; case "hero.BOSS2": mbox[i] = new BOSS2(new Vector2(0, 0)); break; case "hero.BOSS3": mbox[i] = new BOSS3(new Vector2(0, 0)); break; case "hero.BOSS4": mbox[i] = new BOSS4(new Vector2(0, 0)); break; case "hero.BOSS5": mbox[i] = new BOSS5(new Vector2(0, 0)); break; case "hero.BOSS5_G": mbox[i] = new BOSS5_G(new Vector2(0, 0)); break; case "hero.BOSS6": mbox[i] = new BOSS6(new Vector2(0, 0)); break; case "hero.BOSS7": mbox[i] = new BOSS7(new Vector2(0, 0)); break; case "hero.BOSS51": mbox[i] = new BOSS51(new Vector2(0, 0)); break; } mbox[i].X = GP.getLocAry[i].X; mbox[i].Y = GP.getLocAry[i].Y; BOX.Add(mbox[i]); } }