private void SceneWelcome_MouseDown(object sender, MouseEventArgs e) { EffectObjects.Add(new EffectShark(Sec(0.8F), 10)); int ex = e.X; int ey = e.Y; for (int i = 0; i < GameObjects.Count; i++) { ObjectActive objectActive = GameObjects[i] as ObjectActive; if (objectActive != null) { double distance = Function.GetDistance(e.X, e.Y, objectActive.Layout.CenterX, objectActive.Layout.CenterY); if (distance < 100) { //objectActive.Life.Value = 0; //objectActive.Life.Limit = Sec(0.05F); objectActive.Propertys.Add(new PropertyDeadBroken(5, 2, 2, ObjectDeadType.Collision, 360, 200, 400, Sec(0.8F), Sec(1.4F))); objectActive.Kill(null, ObjectDeadType.Collision); } else { double angle = Function.GetAngle(e.X, e.Y, objectActive.Layout.CenterX, objectActive.Layout.CenterY); PointF targetPoint = Function.GetOffsetPoint(objectActive.Layout.CenterX, objectActive.Layout.CenterY, angle, Width + Height); objectActive.MoveObject.Target.SetObject(new PointObject(targetPoint)); objectActive.Propertys.Add(new PropertyFreeze(Sec(0.1F + (float)Global.Rand.NextDouble() * 0.2F))); } //objectActive.Speed *= 2; } } _TimerOfEnter.Enabled = true; }
public override void DoAfterStart() { _SpeedFix = _DefaultSpeedFix; _LifeFix = _DefaultLifeFix; _EnergyFillTime = 0; _EnergyFillTimeKeep = 0; Color[] backColors = { Color.FromArgb(235, 255, 235), Color.FromArgb(235, 235, 255), Color.FromArgb(255, 255, 235), Color.FromArgb(255, 235, 220) }; EffectObjects.Add(new EffectDyeingRotate(backColors, -1, Sec(1), Sec(0.2F))); }
public SceneStand() { InitializeComponent(); // 場景:畫面變黑暗 WaveEvents.Add("@Dark", (n) => { EffectObjects.Add(new EffectDyeing(Color.Black, Wave(0.5F), Wave(Math.Max(n - 1, 0)), Wave(0.5F))); }); // 場景:邊界縮小 WaveEvents.Add("@Shrink", (n) => { double scaleX = Global.Rand.NextDouble(); double scaleY = 1 - scaleX; int limitX = (int)(scaleX * MainRectangle.Width * 0.4F); int limitY = (int)(scaleY * MainRectangle.Height * 0.4F); int limitLeft = Global.Rand.Next(0, limitX); int limitTop = Global.Rand.Next(0, limitY); int limitRight = limitX - limitLeft; int limitDown = limitY - limitTop; Padding shrinkPerRound = new Padding(limitLeft, limitTop, limitRight, limitDown); EffectObjects.Add(new EffectShrink(shrinkPerRound, Wave(0.5F), Wave(Math.Max(n - 1, 0)), Wave(0.5F))); }); // 物件:追捕者 WaveEvents.Add("Catcher", (n) => { int roundIdx = Global.Rand.Next(4); for (int i = 0; i < n; i++) { int size = Global.Rand.Next(7, 12); int offsetLimit = size + Global.Rand.Next(5, 10); float speed = Global.Rand.Next(320, 380) * _SpeedFix; float weight = 0.3F + size * 0.1F; int life = Sec(3.5F * _LifeFix) + Global.Rand.Next(0, 5); Point enterPoint = GetEnterPoint(roundIdx); MoveStraight moveObject = new MoveStraight(PlayerObject, weight, speed, offsetLimit, 100, 0.5F); ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, new DrawBrush(Color.Red, ShapeType.Ellipse), moveObject); newObject.Skills.Add(new SkillSprint(0, Sec(1.5F), 15, 0, true) { AutoCastObject = new AutoCastNormal(0.4F) }); newObject.Skills.Add(new SkillSprint(0, Sec(0.5F), 5, 0, false) { AutoCastObject = new AutoCastNormal(3F) }); newObject.Propertys.Add(new PropertyDeadBroken(15, 2, 2, ObjectDeadType.Collision, 30, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyDeadCollapse(1, Sec(0.6F), Sec(0.01F), 2, 2, ObjectDeadType.LifeEnd, 50, 100, Sec(0.15F), Sec(0.25F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); GameObjects.Add(newObject); roundIdx = ++roundIdx % 4; } }); // 物件:快速追捕者 速度更快 更常使用加速 WaveEvents.Add("Faster", (n) => { int roundIdx = Global.Rand.Next(4); for (int i = 0; i < n; i++) { int size = Global.Rand.Next(6, 8); int offsetLimit = size + Global.Rand.Next(2, 4); float speed = Global.Rand.Next(400, 460) * _SpeedFix; float weight = 0.3F + size * 0.1F; int life = Sec(4.5F * _LifeFix) + Global.Rand.Next(0, 5); Point enterPoint = GetEnterPoint(roundIdx); MoveStraight moveObject = new MoveStraight(PlayerObject, weight, speed, offsetLimit, 100, 0.5F); ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, new DrawBrush(Color.Blue, ShapeType.Ellipse), moveObject); newObject.Skills.Add(new SkillSprint(0, Sec(1F), 8, 0, true) { AutoCastObject = new AutoCastNormal(1F) }); newObject.Skills.Add(new SkillSprint(0, Sec(0.5F), 4, 0, false) { AutoCastObject = new AutoCastNormal(3F) }); newObject.Propertys.Add(new PropertyDeadBroken(15, 2, 2, ObjectDeadType.Collision, 20, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyDeadCollapse(1, Sec(0.6F), Sec(0.01F), 2, 2, ObjectDeadType.LifeEnd, 50, 100, Sec(0.15F), Sec(0.25F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); GameObjects.Add(newObject); roundIdx = ++roundIdx % 4; } }); // 物件:流星 四面八方的直線前進物件 WaveEvents.Add("Meteor", (n) => { int roundIdx = Global.Rand.Next(4); for (int i = 0; i < n; i++) { int size = 10; int movesCount = 6; float speed = 500 * _SpeedFix; float weight = 0.3F + size * 0.1F; int life = Sec(10F); Point enterPoint = GetEnterPoint(roundIdx); double angel = Function.GetAngle(enterPoint.X, enterPoint.Y, PlayerObject.Layout.CenterX, PlayerObject.Layout.CenterY) + Global.Rand.Next(-20, 20); MoveStraight moveObject = new MoveStraight(null, weight, speed, movesCount, 0, 1F); moveObject.Target.SetOffsetByAngle(angel, 1000F); ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, new DrawBrush(Color.Orchid, ShapeType.Ellipse), moveObject); newObject.Propertys.Add(new PropertyDeadBroken(15, 2, 2, ObjectDeadType.Collision, 20, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyDeadCollapse(1, Sec(0.6F), Sec(0.01F), 2, 2, ObjectDeadType.LifeEnd, 50, 100, Sec(0.15F), Sec(0.25F))); newObject.Propertys.Add(new PropertySmoking(-1, Sec(0.2F))); newObject.Propertys.Add(new PropertyFreeze(Sec(0.2F * i))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); newObject.Propertys.Add(new PropertyOutClear()); moveObject.Target.SetObject(newObject); GameObjects.Add(newObject); roundIdx = ++roundIdx % 4; } }); // 物件:水平牆壁(有缺口) WaveEvents.Add("WallA", (n) => { List <ObjectActive> objects = new List <ObjectActive>(); for (int i = 0; i < MainRectangle.Height + 60; i += 30) { int movesCount = 6; float speed = 700 * (10 + n) / 10F; float weight = 3; int life = Sec(10F); MoveStraight moveObject = new MoveStraight(null, weight, speed, movesCount, 0, 1F); moveObject.Target.SetOffsetByXY(1000F, 0); DrawBrush drawObject = new DrawBrush(Color.Orchid, ShapeType.Rectangle) { RotateEnabled = false }; //DrawPolygon drawObject = new DrawPolygon(Color.Orchid, Color.Orchid, 2, 5, 0) { RotateEnabled = false }; ObjectActive newObject = new ObjectActive(-50, MainRectangle.Top + i - 20, 5, 28, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); //newObject.Propertys.Add(new PropertyRotate(-1, 780, false, true)); //newObject.Propertys.Add(new PropertyDeadBroken(new DrawBrush(Color.Orchid, ShapeType.Rectangle), 15, 6, 6, ObjectDeadType.Collision | ObjectDeadType.LifeEnd, 20, 200, 600, Sec(0.6F), Sec(1.2F))); newObject.Propertys.Add(new PropertyDeadBrokenShaping(15, 6, 6, ObjectDeadType.Collision | ObjectDeadType.LifeEnd, 20, 100, 300, Sec(0.6F), Sec(1.2F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); newObject.Propertys.Add(new PropertyOutClear()); moveObject.Target.SetObject(newObject); GameObjects.Add(newObject); objects.Add(newObject); } int clearCount = 2; int clearIndex = Global.Rand.Next(1, objects.Count - 2 - clearCount + 1); for (int i = 0; i < clearCount; i++) { objects[clearIndex + i].Kill(null, ObjectDeadType.Clear); } }); // 物件:水平牆壁(交錯) WaveEvents.Add("WallB", (n) => { List <ObjectActive> objects = new List <ObjectActive>(); int midRand = 50; int cot = MainRectangle.Height + 60 / 30; int offsetMid = 100 / cot; for (int i = 0; i < MainRectangle.Height + 60; i += 30) { int movesCount = 6; float speed = 700 * (10 + n) / 10F; float weight = 3; int life = Sec(10F); int enterX; int moveX; if (Global.Rand.Next(100) > midRand) { enterX = -50; moveX = 1000; midRand += offsetMid; } else { enterX = Width + 50; moveX = -1000; midRand -= offsetMid; } MoveStraight moveObject = new MoveStraight(null, weight, speed, movesCount, 0, 1F); moveObject.Target.SetOffsetByXY(moveX, 0); DrawPolygon drawObject = new DrawPolygon(Color.Orchid, Color.Orchid, 2, 5, 0) { RotateEnabled = true }; ObjectActive newObject = new ObjectActive(enterX, MainRectangle.Top + i - 20, 28, 28, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); newObject.Propertys.Add(new PropertyRotate(-1, 780, false, true)); newObject.Propertys.Add(new PropertyDeadBrokenShaping(15, 6, 6, ObjectDeadType.Collision | ObjectDeadType.LifeEnd, 20, 100, 300, Sec(0.6F), Sec(1.2F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); newObject.Propertys.Add(new PropertyOutClear()); moveObject.Target.SetObject(newObject); GameObjects.Add(newObject); objects.Add(newObject); } }); // 物件:序列 排列成直線的追捕者 WaveEvents.Add("Series", (n) => { Point enterPoint = GetEnterPoint(); int size = Global.Rand.Next(10, 12); int movesCount = 6; float speed = Global.Rand.Next(300, 400) * _SpeedFix; float weight = 0.3F + size * 0.1F; int life = Sec(6F * _LifeFix) + Global.Rand.Next(0, 5); ObjectActive target = PlayerObject; ObjectActive lastObject = null; for (int i = 0; i < n; i++) { MoveStraight moveObject = new MoveStraight(target, weight, speed, movesCount, 30, 1F); ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, new DrawBrush(Color.DarkOrange, ShapeType.Ellipse), moveObject); newObject.Propertys.Add(new PropertyFreeze(Sec(i * 0.05F))); newObject.Propertys.Add(new PropertyDeadBroken(15, 2, 2, ObjectDeadType.Collision, 40, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyDeadCollapse(1, Sec(0.2F), Sec(0.01F), 2, 2, ObjectDeadType.LifeEnd, 50, 100, Sec(0.15F), Sec(0.25F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); GameObjects.Add(newObject); target = newObject; speed += 10; life -= 50; if (lastObject != null) { lastObject.Dead += (x, e, t) => { newObject.MoveObject.Target.SetObject((x as ObjectActive).MoveObject.Target.Object); }; } lastObject = newObject; } }); // 物件:轟炸機 WaveEvents.Add("Bomber", (n) => { int roundIdx = Global.Rand.Next(4); for (int i = 0; i < n; i++) { Point enterPoint = GetEnterPoint(roundIdx); int size = Global.Rand.Next(28, 34); int movesCount = 6; float speed = Global.Rand.Next(300, 380); float weight = 0.3F + size * 0.1F; double angle = Function.GetAngle(enterPoint.X, enterPoint.Y, MainRectangle.Left + MainRectangle.Width / 2, MainRectangle.Top + MainRectangle.Height / 2) + Global.Rand.Next(-20, 20); int life = Sec(10F); MoveStraight moveObject = new MoveStraight(null, weight, speed, movesCount, 30, 1F); DrawPic drawObject = new DrawPic(Color.Black, Properties.Resources.Bomber, (float)angle); drawObject.Colors.RFix = 0.7F; drawObject.Colors.BFix = 0.5F; //DrawPolygon drawObject = new DrawPolygon(Color.SlateBlue, Color.SlateBlue, 3, 1, (float)angle); ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); moveObject.Target.SetOffsetByAngle(angle, 1000); moveObject.Target.SetObject(newObject); newObject.Propertys.Add(new PropertyAlert(-1)); newObject.Propertys.Add(new PropertyDeadBroken(30, 2, 2, ObjectDeadType.Collision, 40, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyCollision(10)); newObject.Propertys.Add(new PropertyShadow(4, 6)); newObject.Propertys.Add(new PropertyBomber(-1, Sec(0.2F), 3, 8, 8, 5, 80, Sec(1F), Sec(1.4F))); newObject.Propertys.Add(new PropertyOutClear()); GameObjects.Add(newObject); roundIdx = ++roundIdx % 4; } }); // 物件:攔截者 不會加速 但速度會越來越快 WaveEvents.Add("Blocker", (n) => { int roundIdx = Global.Rand.Next(4); for (int i = 0; i < n; i++) { int size = Global.Rand.Next(14, 17); int movesCount = 2; float weight = 0.3F + size * 0.1F; float speed = 200 * _SpeedFix; int life = Sec(6F * _LifeFix) + Global.Rand.Next(0, 5); Point enterPoint = GetEnterPoint(roundIdx); MoveStraight moveObject = new MoveStraight(PlayerObject, weight, speed, movesCount, 100, 0.5F); DrawPolygon drawObject = new DrawPolygon(Color.Fuchsia, Color.Fuchsia, 3, 1, 0) { RotateEnabled = true, Resistance = weight }; ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); newObject.Propertys.Add(new PropertyRotate(-1, 360, false, false)); newObject.Propertys.Add(new PropertyDeadBroken(15, 2, 2, ObjectDeadType.Collision, 60, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyDeadCollapse(1, Sec(0.6F), Sec(0.01F), 2, 2, ObjectDeadType.LifeEnd, 50, 100, Sec(0.15F), Sec(0.25F))); newObject.Propertys.Add(new PropertyCollision(10)); newObject.Propertys.Add(new PropertySpeeded(-1, 100)); newObject.Propertys.Add(new PropertyShadow(2, 3)); GameObjects.Add(newObject); roundIdx = ++roundIdx % 4; } }); // 物件:地雷 WaveEvents.Add("Mine", (n) => { int roundIdx = Global.Rand.Next(4); for (int i = 0; i < n; i++) { int size = Global.Rand.Next(16, 20); int movesCount = Global.Rand.Next(10, 15); float speed = Global.Rand.Next(200, 300); float weight = 0.3F + size * 0.1F; int life = Sec(4); Point enterPoint = Point.Empty; int targetX = 0, targetY = 0; switch (roundIdx) { case 0: enterPoint = GetEnterPoint(DirectionType.Left); targetX = MainRectangle.Left + Global.Rand.Next(MainRectangle.Width / 2); targetY = MainRectangle.Top + Global.Rand.Next(MainRectangle.Height); break; case 1: enterPoint = GetEnterPoint(DirectionType.Right); targetX = MainRectangle.Left + MainRectangle.Width / 2 + Global.Rand.Next(MainRectangle.Width / 2); targetY = MainRectangle.Top + Global.Rand.Next(MainRectangle.Height); break; case 2: enterPoint = GetEnterPoint(DirectionType.Top); targetX = MainRectangle.Left + Global.Rand.Next(MainRectangle.Width); targetY = MainRectangle.Top + Global.Rand.Next(MainRectangle.Height / 2); break; case 3: enterPoint = GetEnterPoint(DirectionType.Bottom); targetX = MainRectangle.Left + Global.Rand.Next(MainRectangle.Width); targetY = MainRectangle.Top + MainRectangle.Height / 2 + Global.Rand.Next(MainRectangle.Height / 2); break; } MoveStraight moveObject = new MoveStraight(new PointObject(targetX, targetY), weight, speed, movesCount, 100, 0.5F); DrawPic drawObject = new DrawPic(Color.Black, Properties.Resources.Mine, 0) { RotateEnabled = true, Resistance = weight }; ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); newObject.Propertys.Add(new PropertyRotate(-1, 280, false, false)); newObject.Propertys.Add(new PropertyDeadExplosion(10, 0, 1, LeagueType.Chaos, Color.FromArgb(180, 225, 70, 40), 0.15F, 0.1F, 5, ObjectDeadType.Collision | ObjectDeadType.LifeEnd)); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); GameObjects.Add(newObject); roundIdx = ++roundIdx % 4; } }); // 物件:分裂地雷 WaveEvents.Add("MineSplit", (n) => { int size = Global.Rand.Next(28, 30); int movesCount = Global.Rand.Next(10, 15); float speed = Global.Rand.Next(200, 300); float weight = 0.3F + size * 0.1F; int life = Sec(4); Point enterPoint = GetEnterPoint(); int targetX = MainRectangle.Left + MainRectangle.Width / 2 + Global.Rand.Next(-40, 40); int targetY = MainRectangle.Top + MainRectangle.Height / 2 + Global.Rand.Next(-40, 40); MoveStraight moveObject = new MoveStraight(new PointObject(targetX, targetY), weight, speed, movesCount, 100, 0.5F); DrawPic drawObject = new DrawPic(Color.Black, Properties.Resources.Mine, 0) { RotateEnabled = true, Resistance = weight }; drawObject.Colors.BFix = 0.5F; ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); newObject.Propertys.Add(new PropertyRotate(-1, 280, false, false)); newObject.Propertys.Add(new PropertyDeadExplosion(10, 0, 1, LeagueType.None, Color.FromArgb(180, 225, 70, 40), 0.15F, 0.1F, 5, ObjectDeadType.Collision | ObjectDeadType.LifeEnd)); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); newObject.Dead += (x, e, t) => { float partAngle = 360F / n; float baseAngle = Global.Rand.Next(360); for (int i = 0; i < n; i++) { int size2 = Global.Rand.Next(16, 18); float speed2 = Global.Rand.Next(150, 250); float weight2 = 0.3F + size2 * 0.1F; int life2 = Sec(1.5F); MoveStraight moveObject2 = new MoveStraight(null, weight2, speed2, movesCount, 0, 1F); moveObject2.Target.SetOffsetByAngle(baseAngle, 1000); DrawPic drawObject2 = new DrawPic(Color.Black, Properties.Resources.Mine, 0) { RotateEnabled = true, Resistance = weight2 }; drawObject2.Colors.BFix = 0.5F; ObjectActive newObject2 = new ObjectActive(x.Layout.CenterX, x.Layout.CenterY, size2, size2, life2, LeagueType.Ememy1, ShapeType.Ellipse, drawObject2, moveObject2); newObject2.Propertys.Add(new PropertyRotate(-1, 280, false, false)); newObject2.Propertys.Add(new PropertyDeadExplosion(10, 0, 1, LeagueType.None, Color.FromArgb(180, 225, 70, 40), 0.15F, 0.1F, 5, ObjectDeadType.Collision | ObjectDeadType.LifeEnd)); newObject2.Propertys.Add(new PropertyCollision(1)); newObject2.Propertys.Add(new PropertyShadow(2, 3)); moveObject2.Target.SetObject(newObject2); newObject2.Dead += (x2, e2, t2) => { float baseAngle2 = Global.Rand.Next(360); for (int j = 0; j < n; j++) { int size3 = Global.Rand.Next(8, 10); float speed3 = Global.Rand.Next(150, 250); float weight3 = 0.3F + size3 * 0.1F; int life3 = Sec(1.5F); MoveStraight moveObject3 = new MoveStraight(null, weight3, speed3, movesCount, 0, 1F); moveObject3.Target.SetOffsetByAngle(baseAngle2, 1000); DrawPic drawObject3 = new DrawPic(Color.Black, Properties.Resources.Mine, 0) { RotateEnabled = true, Resistance = weight3 }; drawObject3.Colors.BFix = 0.5F; ObjectActive newObject3 = new ObjectActive(x2.Layout.CenterX, x2.Layout.CenterY, size3, size3, life3, LeagueType.Ememy1, ShapeType.Ellipse, drawObject3, moveObject3); newObject3.Propertys.Add(new PropertyRotate(-1, 280, false, false)); newObject3.Propertys.Add(new PropertyDeadExplosion(10, 0, 1, LeagueType.None, Color.FromArgb(180, 225, 70, 40), 0.15F, 0.1F, 5, ObjectDeadType.Collision | ObjectDeadType.LifeEnd)); newObject3.Propertys.Add(new PropertyCollision(1)); newObject3.Propertys.Add(new PropertyShadow(2, 3)); moveObject3.Target.SetObject(newObject2); GameObjects.Add(newObject3); baseAngle2 += partAngle; } }; GameObjects.Add(newObject2); baseAngle += partAngle; } }; GameObjects.Add(newObject); }); }
public SceneDisco() { InitializeComponent(); // 場景:畫面變黑暗 WaveEvents.Add("@Dark", (n) => { EffectObjects.Add(new EffectDyeing(Color.Black, Wave(0.1F), Wave(Math.Max(n, 0)), Wave(0.1F))); }); // 場景:邊界縮小 WaveEvents.Add("@Shrink", (n) => { double scaleX = Global.Rand.NextDouble(); double scaleY = 1 - scaleX; int limitX = (int)(scaleX * MainRectangle.Width * 0.4F); int limitY = (int)(scaleY * MainRectangle.Height * 0.4F); int limitLeft = Global.Rand.Next(0, limitX); int limitTop = Global.Rand.Next(0, limitY); int limitRight = limitX - limitLeft; int limitDown = limitY - limitTop; Padding shrinkPerRound = new Padding(limitLeft, limitTop, limitRight, limitDown); EffectObjects.Add(new EffectShrink(shrinkPerRound, Wave(0.1F), Wave(Math.Max(n, 0)), Wave(0.1F))); }); // 物件:追捕者 WaveEvents.Add("Catcher", (n) => { int roundIdx = Global.Rand.Next(4); for (int i = 0; i < n; i++) { int size = Global.Rand.Next(9, 11); int offsetLimit = 10; float speed = Global.Rand.Next(200, 240) * _SpeedFix; float weight = 0.3F + size * 0.1F; int life = Sec(6F * _LifeFix) + Global.Rand.Next(0, 5); Point enterPoint = GetEnterPoint(roundIdx); MoveFrog moveObject = new MoveFrog(PlayerObject, weight, speed, offsetLimit, Sec(1F)); ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, new DrawBrush(Color.Red, ShapeType.Ellipse), moveObject); newObject.Propertys.Add(new PropertyDeadBroken(15, 2, 2, ObjectDeadType.Collision, 20, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyDeadCollapse(1, Sec(0.6F), Sec(0.01F), 2, 2, ObjectDeadType.LifeEnd, 50, 100, Sec(0.15F), Sec(0.25F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); GameObjects.Add(newObject); roundIdx = ++roundIdx % 4; } }); // 物件:快速追捕者 移動間格減半 WaveEvents.Add("Faster", (n) => { int roundIdx = Global.Rand.Next(4); for (int i = 0; i < n; i++) { int size = Global.Rand.Next(6, 8); int offsetLimit = 10; float speed = Global.Rand.Next(275, 320) * _SpeedFix; float weight = 0.3F + size * 0.1F; int life = Sec(4.5F * _LifeFix) + Global.Rand.Next(0, 5); Point enterPoint = GetEnterPoint(roundIdx); MoveFrog moveObject = new MoveFrog(PlayerObject, weight, speed, offsetLimit, Sec(0.5F)); ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, new DrawBrush(Color.Blue, ShapeType.Ellipse), moveObject); newObject.Propertys.Add(new PropertyDeadBroken(15, 2, 2, ObjectDeadType.Collision, 20, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyDeadCollapse(1, Sec(0.6F), Sec(0.01F), 2, 2, ObjectDeadType.LifeEnd, 50, 100, Sec(0.15F), Sec(0.25F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); GameObjects.Add(newObject); roundIdx = ++roundIdx % 4; } }); // 物件:蜻蜓 固定方向且會左右擺動 WaveEvents.Add("Dragonfly", (n) => { for (int i = 0; i < n; i++) { int size = Global.Rand.Next(14, 18); int offsetLimit = 10; float speed = Global.Rand.Next(220, 260) * _SpeedFix; float weight = 0.3F + size * 0.1F; int life = -1; Point enterPoint = GetEnterPoint(DirectionType.Right); MoveFrog moveObject = new MoveFrog(null, weight, speed, offsetLimit, Sec(1F)); DrawPolygon drawObject = new DrawPolygon(Color.BlueViolet, Color.BlueViolet, 3, 0, 0) { RotateEnabled = true }; ObjectActive newObject = new ObjectActive(enterPoint.X, enterPoint.Y, size, size, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); newObject.Propertys.Add(new PropertyDeadBroken(15, 2, 2, ObjectDeadType.Collision, 20, 150, 400, Sec(0.5F), Sec(0.9F))); newObject.Propertys.Add(new PropertyDeadCollapse(1, Sec(0.6F), Sec(0.01F), 2, 2, ObjectDeadType.LifeEnd, 50, 100, Sec(0.15F), Sec(0.25F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); newObject.Propertys.Add(new PropertyOutClear()); newObject.Propertys.Add(new PropertyDelay(Sec(0.5F), new PropertyDrunken(-1, Sec(1F), -45, 45, Global.Rand.Next(2) == 0 ? 100 : -100))); newObject.Propertys.Add(new PropertyRotateTarget(-1, 400, true)); moveObject.Target.SetObject(newObject); moveObject.Target.SetOffsetByXY(-1000, 0); GameObjects.Add(newObject); } }); // 物件:水平牆壁 WaveEvents.Add("WallA", (n) => { List <ObjectActive> objects = new List <ObjectActive>(); for (int i = 0; i < MainRectangle.Height + 60; i += 30) { int movesCount = 6; float speed = 300 * (10 + n) / 10F; float weight = 3; int life = -1; MoveFrog moveObject = new MoveFrog(null, weight, speed, movesCount, Sec(1)); moveObject.Target.SetOffsetByXY(1000F, 0); DrawBrush drawObject = new DrawBrush(Color.Orchid, ShapeType.Rectangle) { RotateEnabled = false }; ObjectActive newObject = new ObjectActive(-50, MainRectangle.Top + i - 20, 5, 28, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); newObject.Propertys.Add(new PropertyDeadBrokenShaping(15, 6, 6, ObjectDeadType.Collision | ObjectDeadType.LifeEnd, 20, 100, 300, Sec(0.6F), Sec(1.2F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); newObject.Propertys.Add(new PropertyOutClear()); moveObject.Target.SetObject(newObject); GameObjects.Add(newObject); objects.Add(newObject); } int clearCount = 2; int clearIndex = Global.Rand.Next(1, objects.Count - 2 - clearCount + 1); for (int i = 0; i < clearCount; i++) { objects[clearIndex + i].Kill(null, ObjectDeadType.Clear); } }); // 物件:箭雨(水平) WaveEvents.Add("Arrow", (n) => { int baseTop = Global.Rand.Next(MainRectangle.Top - 20, MainRectangle.Top + MainRectangle.Height + 20 - ((n - 1) * 30)); for (int i = 0; i < n; i++) { int movesCount = 12; float weight = 3; int life = -1;// Sec(10F); MoveStraight moveObject = new MoveStraight(null, weight, 500, movesCount, 0, 1F); moveObject.Target.SetOffsetByXY(1000F, 0); DrawPolygon drawObject = new DrawPolygon(Color.Orchid, Color.Empty, 3, 1, 90F) { RotateEnabled = false }; ObjectActive newObject = new ObjectActive(-30, baseTop, 25, 25, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); newObject.Skills.Add(new SkillSprint(0, Sec(1F), 0, (int)(400000), false) { AutoCastObject = new AutoCastNormal(100), Status = SkillStatus.Cooldown }); newObject.Propertys.Add(new PropertySpeeded(Sec(1F), -300)); newObject.Propertys.Add(new PropertyDeadBrokenShaping(15, 6, 6, ObjectDeadType.Collision | ObjectDeadType.LifeEnd, 20, 100, 300, Sec(0.6F), Sec(1.2F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); newObject.Propertys.Add(new PropertyOutClear()); moveObject.Target.SetObject(newObject); GameObjects.Add(newObject); baseTop += 30; } }); // 物件:炸彈陣列 WaveEvents.Add("BoomGrid", (n) => { List <ObjectActive> objects = new List <ObjectActive>(); for (int i = 0; i < MainRectangle.Height + 60; i += 120) { int movesCount = 6; float speed = 300 * (10 + n) / 10F; float weight = 3; int life = -1; MoveFrog moveObject = new MoveFrog(null, weight, speed, movesCount, Sec(1)); moveObject.Target.SetOffsetByXY(1000F, 0); DrawBrush drawObject = new DrawBrush(Color.Orchid, ShapeType.Rectangle) { RotateEnabled = false }; ObjectActive newObject = new ObjectActive(-50, MainRectangle.Top + i - 20, 5, 28, life, LeagueType.Ememy1, ShapeType.Ellipse, drawObject, moveObject); newObject.Propertys.Add(new PropertyDeadBrokenShaping(15, 6, 6, ObjectDeadType.Collision | ObjectDeadType.LifeEnd, 20, 100, 300, Sec(0.6F), Sec(1.2F))); newObject.Propertys.Add(new PropertyCollision(1)); newObject.Propertys.Add(new PropertyShadow(2, 3)); newObject.Propertys.Add(new PropertyOutClear()); moveObject.Target.SetObject(newObject); GameObjects.Add(newObject); objects.Add(newObject); } int clearCount = 2; int clearIndex = Global.Rand.Next(1, objects.Count - 2 - clearCount + 1); for (int i = 0; i < clearCount; i++) { objects[clearIndex + i].Kill(null, ObjectDeadType.Clear); } }); }