コード例 #1
0
ファイル: TestBoss.cs プロジェクト: Spycemyster/KaufmanTouhou
        /// <summary>
        /// Updates the logic and conditional checking for the test boss.
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(GameTime gameTime)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalMilliseconds;

            stageTimer  += dt;
            bulletTimer += dt;
            float theta = stageTimer / 1000f;

            //Velocity = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * 100f;

            if (bulletTimer > 500f)
            {
                bulletTimer = 0f;
                for (int i = 0; i < 4; i++)
                {
                    Player p = GetPlayer(i);

                    if (p != null)
                    {
                        float        angle = GetAngleBetweenSprite(p);
                        Vector2      vel   = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * 500f;
                        LinearBullet b     = new LinearBullet(EntitySide.ENEMY, 7000f, vel)
                        {
                            Texture  = BulletTexture,
                            Position = Position,
                            Size     = new Point(15, 8),
                            Color    = Color.YellowGreen,
                        };

                        CurrentStage.AddBullet(b);
                    }
                }
            }
            vortexSpawnTimer -= dt;
            if ((float)(Health) / MAX_HEALTH < 0.5f && vortexSpawnTimer <= 0)
            {
                vortexSpawnTimer = 3000f;
                int         Swidth  = ScreenManager.GetInstance().Width;
                int         Sheight = ScreenManager.GetInstance().Height;
                VortexEnemy en      = new VortexEnemy(CurrentStage.Players, 4, 4000f, 10000f)
                {
                    Velocity      = new Vector2(0, -200f),
                    Position      = new Vector2(200, Sheight),
                    Texture       = vortexEnemyTexture,
                    BulletTexture = Blank,
                    Size          = new Point(vortexEnemyTexture.Width * SCALE, vortexEnemyTexture.Height * SCALE),
                };
                VortexEnemy en2 = new VortexEnemy(CurrentStage.Players, 4, 4000f, 10000f)
                {
                    Velocity      = new Vector2(0, -200f),
                    Position      = new Vector2(Swidth - 200, Sheight),
                    Texture       = vortexEnemyTexture,
                    BulletTexture = Blank,
                    Size          = new Point(vortexEnemyTexture.Width * SCALE, vortexEnemyTexture.Height * SCALE),
                };
                en.SetBullets(Bullets);
                en2.SetBullets(Bullets);
                CurrentStage.AddEnemy(en);
                CurrentStage.AddEnemy(en2);
            }


            //Position += Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;
            //Velocity = Vector2.Zero;
            // no velocity, position is fixed
            int width  = ScreenManager.GetInstance().Width;
            int height = ScreenManager.GetInstance().Height;

            Position = new Vector2((float)(Math.Cos(theta) + 1) / 2 * width * 0.75f + 0.125f * width,
                                   (float)(Math.Sin(theta) + 1) / 2 * height / 4 + 200);
            base.Update(gameTime);
        }
コード例 #2
0
        /// <summary>
        /// Updates the logic and conditional checking for the test boss.
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(GameTime gameTime)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalMilliseconds;

            stageTimer       += dt;
            bulletTimer      += dt;
            sunBeamSafeTimer -= dt;
            float theta = stageTimer / 1000f;

            //Velocity = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * 100f;

            if (sunBeamSafeTimer < 0 && stageTimer > 5000f)
            {
                sunBeamChargeTimer -= dt;

                if (sunBeamChargeTimer <= 0)
                {
                    // fire
                    sunBeamTimer -= dt;

                    Vector2 v = (isVertical) ? new Vector2(0, -400f) : new Vector2(400, 0);

                    for (int i = 1; i <= 4; i++)
                    {
                        Vector2 pos = (isVertical) ? new Vector2(i * ScreenManager.GetInstance().Width / 5, ScreenManager.GetInstance().Height) :
                                      new Vector2(0, i * ScreenManager.GetInstance().Height / 5);
                        LinearBullet b = new LinearBullet(EntitySide.ENEMY, 7000f, v)
                        {
                            Texture  = BulletTexture,
                            Position = pos,
                            Size     = new Point(30, 50),
                            Color    = Color.LightGoldenrodYellow,
                        };
                        CurrentStage.AddBullet(b);
                    }

                    if (sunBeamTimer <= 0)
                    {
                        sunBeamSafeTimer   = SUN_BEAM_SAFE_TIMER;
                        sunBeamTimer       = SUN_BEAM_FIRE_TIMER;
                        sunBeamChargeTimer = SUN_BEAM_CHARGE_TIMER;
                        isVertical         = rand.Next(0, 2) == 0;
                    }
                }
            }

            if (stageTimer > 12000f)
            {
                sunSpawnTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;

                if (sunSpawnTimer > 5000)
                {
                    sunSpawnTimer = 0f;
                    int rad = 100;

                    for (int i = 0; i < CurrentStage.GetPlayerCount(); i++)
                    {
                        Vector2 newPos = new Vector2(Position.X + rand.Next(-rad, rad), Position.Y + rand.Next(-rad, rad));

                        MiniSun s = new MiniSun(Players)
                        {
                            BulletTexture = sunBullet,
                            Position      = newPos,
                            Health        = 3,
                            Color         = Color.White,
                            Texture       = Texture,
                            Size          = new Point(Texture.Width * SCALE / 3, Texture.Height * SCALE / 3),
                        };
                        CurrentStage.AddEnemy(s);
                    }
                }
            }

            if (bulletTimer > 400f)
            {
                bulletTimer = 0f;
                for (int i = 0; i < 4; i++)
                {
                    Player p = GetPlayer(i);

                    if (p != null)
                    {
                        float        angle = GetAngleBetweenSprite(p);
                        Vector2      vel   = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * 500f;
                        LinearBullet b     = new LinearBullet(EntitySide.ENEMY, 7000f, vel)
                        {
                            Texture  = sunBullet,
                            Position = Position,
                            Size     = new Point(32, 32),
                            Color    = Color.White,
                        };

                        CurrentStage.AddBullet(b);
                    }
                }
            }


            //Position += Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;
            //Velocity = Vector2.Zero;
            // no velocity, position is fixed
            int width  = ScreenManager.GetInstance().Width;
            int height = ScreenManager.GetInstance().Height;

            Position = new Vector2((float)(Math.Cos(theta) + 1) / 2 * width * 0.75f + 0.125f * width,
                                   (float)(Math.Sin(theta) + 1) / 2 * height / 4 + 200);
            base.Update(gameTime);
        }
コード例 #3
0
        public override void Update(GameTime gameTime)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalMilliseconds;

            timer       += dt;
            spawnTimer  += dt;
            spawnTimer2 += dt;

            if (Health <= 0)
            {
                stage = AsteroidBossStage.DYING;
            }

            switch (stage)
            {
            case AsteroidBossStage.APPEARING:
                if (Position.Y < 200)
                {
                    Velocity = new Vector2(0, 200);
                }
                else
                {
                    timer = 0;
                    stage = AsteroidBossStage.FIRING;
                }
                break;

            case AsteroidBossStage.FIRING:

                if (spawnTimer > 300f)
                {
                    spawnTimer = 0;
                    for (int i = 0; i < Players.Length; i++)
                    {
                        if (Players[i] != null)
                        {
                            float     scale = (float)(rand.NextDouble() * (SCALE - 3) + 3f);
                            float     speed = 1600 / (float)Math.Sqrt(scale);
                            float     angle = GetAngleBetweenSprite(Players[i]);
                            Vector2   dir   = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
                            Texture2D aster = asteroidTextures[rand.Next(0, 5)];
                            Asteroid  a     = new Asteroid(Bullet.EntitySide.ENEMY, 7000f, dir * speed)
                            {
                                Texture      = aster,
                                Position     = Position,
                                Size         = new Point((int)(aster.Width * scale), (int)(aster.Height * scale)),
                                Health       = (int)(Math.Ceiling(scale / 2)),
                                Color        = Color.White,
                                InitVelocity = dir * speed,
                            };
                            CurrentStage.AddBullet(a);
                        }
                    }

                    if (timer > 10000)
                    {
                        timer = 0;
                        stage = AsteroidBossStage.HIDING;
                    }
                }
                break;

            case AsteroidBossStage.HIDING:
                if (Position.Y > -300)
                {
                    Velocity = new Vector2(0, -200);
                }
                else
                {
                    if (spawnTimer > 60f)
                    {
                        spawnTimer = 0;
                        Vector2   pos    = new Vector2(rand.Next(-100, ScreenManager.GetInstance().Width + 100), -90);
                        float     scale  = (float)(rand.NextDouble() * (SCALE - 3) + 3f);
                        float     speed  = 1000 / (float)Math.Sqrt(scale);
                        Texture2D aster  = asteroidTextures[rand.Next(0, 5)];
                        float     xSpeed = (float)((rand.NextDouble() - 0.5f) * 100f);
                        float     iRot   = (float)(rand.NextDouble() * MathHelper.TwoPi);
                        Asteroid  a      = new Asteroid(Bullet.EntitySide.ENEMY, 7000f, new Vector2(xSpeed, speed))
                        {
                            Texture      = aster,
                            Position     = pos,
                            Size         = new Point((int)(aster.Width * scale), (int)(aster.Height * scale)),
                            Health       = (int)(Math.Ceiling(scale / 2)),
                            Color        = Color.White,
                            InitVelocity = new Vector2(xSpeed, speed),
                            Rotation     = iRot,
                        };
                        Bullets.Add(a);
                    }
                    if (timer > 14000)
                    {
                        timer = 0;
                        stage = AsteroidBossStage.APPEARING;
                    }
                }
                break;

            case AsteroidBossStage.DYING:
                Velocity = new Vector2(0, -100);

                if (Position.Y < -200)
                {
                    IsActive = false;
                }
                break;
            }

            if (Health <= 0)
            {
                stage = AsteroidBossStage.DYING;
            }

            if (stage != AsteroidBossStage.HIDING && Position.Y > 0)
            {
                CheckBulletCollision();
            }


            if (Health / MAX_HEALTH < 0.4f)
            {
                if (spawnTimer2 > 800)
                {
                    spawnTimer2 = 0;
                    Vector2   pos    = new Vector2(rand.Next(-100, ScreenManager.GetInstance().Width + 100), -90);
                    float     scale  = (float)(rand.NextDouble() * (SCALE - 3) + 3f);
                    float     speed  = 1000 / (float)Math.Sqrt(scale);
                    Texture2D aster  = asteroidTextures[rand.Next(0, 5)];
                    float     xSpeed = (float)((rand.NextDouble() - 0.5f) * 100f);
                    Asteroid  a      = new Asteroid(Bullet.EntitySide.ENEMY, 7000f, new Vector2(xSpeed, speed))
                    {
                        Texture      = aster,
                        Position     = pos,
                        Size         = new Point((int)(aster.Width * scale), (int)(aster.Height * scale)),
                        Health       = (int)Math.Ceiling(scale / 2),
                        Color        = Color.White,
                        InitVelocity = new Vector2(xSpeed, speed),
                    };
                    Bullets.Add(a);
                }
            }

            Rotation += dt / 10000 * MathHelper.TwoPi;
            Position += Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;

            Velocity = Vector2.Zero;
        }
コード例 #4
0
        /// <summary>
        /// Updates the logic and conditional checking for the test boss.
        /// </summary>
        /// <param name="gameTime"></param>
        public override void Update(GameTime gameTime)
        {
            float dt = (float)gameTime.ElapsedGameTime.TotalMilliseconds;

            stageTimer  += dt;
            bulletTimer += dt;
            sinSpawner  -= dt;
            sinSpawner2 -= dt;
            float theta = stageTimer / 1000f;

            //Velocity = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * 100f;

            if (bulletTimer > 300f)
            {
                bulletTimer = 0f;
                for (int i = 0; i < 4; i++)
                {
                    Player p = GetPlayer(i);

                    if (p == null)
                    {
                        p = CurrentStage.GetRandomPlayer();
                    }

                    float        rot    = MathHelper.PiOver2 * i + Rotation;
                    Vector2      offset = new Vector2((float)(Math.Cos(rot)), (float)(Math.Sin(rot))) * 220f;
                    Vector2      pos    = Position + offset;
                    float        angle  = GetAngleBetweenSprite(p, pos);
                    Vector2      vel    = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * 800f;
                    LinearBullet b      = new LinearBullet(EntitySide.ENEMY, 7000f, vel)
                    {
                        Texture  = BulletTexture,
                        Position = pos,
                        Size     = new Point(18, 8),
                        Color    = Color.OrangeRed,
                    };

                    CurrentStage.AddBullet(b);
                }
            }
            vortexSpawnTimer -= dt;
            if ((float)(Health) / MAX_HEALTH < 0.75f && vortexSpawnTimer <= 0)
            {
                vortexSpawnTimer = 2500f;
                int         Swidth  = ScreenManager.GetInstance().Width;
                int         Sheight = ScreenManager.GetInstance().Height + 200;
                VortexEnemy en      = new VortexEnemy(CurrentStage.Players, 4, 4000f, 10000f)
                {
                    Velocity      = new Vector2(0, -200f),
                    Position      = new Vector2(200, Sheight),
                    Texture       = vortexEnemyTexture,
                    BulletTexture = Blank,
                    Size          = new Point(vortexEnemyTexture.Width * 3, vortexEnemyTexture.Height * 3),
                };
                VortexEnemy en2 = new VortexEnemy(CurrentStage.Players, 4, 4000f, 10000f)
                {
                    Velocity      = new Vector2(0, -200f),
                    Position      = new Vector2(Swidth - 200, Sheight),
                    Texture       = vortexEnemyTexture,
                    BulletTexture = Blank,
                    Size          = new Point(vortexEnemyTexture.Width * 3, vortexEnemyTexture.Height * 3),
                };
                CurrentStage.AddEnemy(en);
                CurrentStage.AddEnemy(en2);
            }

            if ((float)Health / MAX_HEALTH < 0.5f && sinSpawner <= 0)
            {
                sinSpawner = 1750f;
                CurrentStage.SpawnSinEnemy(new Vector2(ScreenManager.GetInstance().Width + 100, 300), false);
            }

            if ((float)Health / MAX_HEALTH <= 0.3f && sinSpawner2 <= 0)
            {
                sinSpawner2 = 1750f;
                CurrentStage.SpawnInvisSinEnemy(new Vector2(-100, 300), true);
            }

            if (opacity < 1)
            {
                opacity += (float)gameTime.ElapsedGameTime.TotalSeconds / 3;
            }


            //Position += Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;
            //Velocity = Vector2.Zero;
            // no velocity, position is fixed
            int width  = ScreenManager.GetInstance().Width;
            int height = ScreenManager.GetInstance().Height;

            Position = new Vector2((float)(Math.Cos(theta) + 1) / 2 * width * 0.75f + 0.125f * width,
                                   (float)(Math.Sin(theta) + 1) / 2 * height / 4 + 200);
            Rotation += dt / 3000 * MathHelper.TwoPi;
            base.Update(gameTime);
        }