protected bool dirRight; // If the charge is facing right (or false if left). public DetectCharBehavior(EnemyLand actor, byte viewDistance = 144, byte viewHeight = 32) : base(actor) { // Reaction this.viewDist = viewDistance; this.viewHeight = viewHeight; this.dirRight = false; // Timer this.timer = Systems.timer; this.actionEnd = 0; this.SetBehavePassives(); }
public HopConstantBehavior(EnemyLand actor, byte hopStrength, byte xSpeed = 0) : base(actor) { this.actor = actor; this.hopStrength = hopStrength; this.xSpeed = xSpeed; }
private byte hopSpeed; // This identifies the Y-Velocity to hop with. public HopBehavior(EnemyLand actor, byte hopSpeed = 0, byte viewDistance = 144, byte viewHeight = 32) : base(actor, viewDistance, viewHeight) { this.hopSpeed = hopSpeed; this.SetBehavePassives(150, 30, 60, 11); }
private bool walk; // Whether the enemy walks or not. public ChargeBehavior(EnemyLand actor, byte chargeSpeed = 6, byte hopSpeed = 0, bool walk = false, byte viewDistance = 144, byte viewHeight = 32) : base(actor, viewDistance, viewHeight) { this.chargeSpeed = chargeSpeed; this.hopSpeed = hopSpeed; this.walk = walk; }