public GangChef(int numberMinion, Vector2 position, PhysicObj target) : base(position, target) { height = 0; lifePoints = 1; Animation anim = new Animation(Bloodbender.ptr.Content.Load <Texture2D>("GangChef/chefstand")); addAnimation(anim); Animation attackAnimation = new Animation(Bloodbender.ptr.Content.Load <Texture2D>("GangChef/chefwork"), 7, 0.1f, 0, 0, 0, 0); attackAnimation.isLooping = false; addAnimation(attackAnimation); attackRate = 3.5f; Bloodbender.ptr.shadowsRendering.addShadow(new Shadow(this)); scale = new Vector2(1.5f, 1.5f); fixture = createOctogoneFixture(64f, 64f, Vector2.Zero, new AdditionalFixtureData(this, HitboxType.BOUND)); Radius = 50f; body.BodyType = BodyType.Static; //add method to be called on collision, different denpending of fixture addFixtureToCheckedCollision(fixture); fixture.OnCollision += Collision; pathNodeType = PathFinderNodeType.OUTLINE; createOutlinePathNodes(); node = new PhysicObj(Vector2.Zero, PathFinderNodeType.CENTER); node.createOctogoneFixture(10, 10, Vector2.Zero, new AdditionalFixtureData(node, HitboxType.BOUND)).IsSensor = true; node.Radius = 10.0f; canAttack = true; canGenerateProjectile = false; canBeHitByPlayer = false; canBeHitByProjectile = true; for (int i = 0; i < numberMinion; ++i) { Bloodbender.ptr.listGraphicObj.Add(new GangMinion(new Vector2(position.X += Bloodbender.ptr.rdn.Next(-50, 51), position.Y += Bloodbender.ptr.rdn.Next(-50, 51)), this, target)); } bloodSpawner.scaleRef = 2; }
public PartnerFar(Vector2 position, PhysicObj target) : base(position, target) { height = 0; Animation anim = new Animation(Bloodbender.ptr.Content.Load <Texture2D>("Pair/coursePair2"), 7, 0.1f, 0, 0, 0, 0); anim.reset(); addAnimation(anim); Animation attackAnimation = new Animation(Bloodbender.ptr.Content.Load <Texture2D>("Pair/attackPair2"), 7, 0.075f, 0, 0, 0, 0); attackAnimation.isLooping = false; addAnimation(attackAnimation); Bloodbender.ptr.shadowsRendering.addShadow(new Shadow(this)); fixture = createOctogoneFixture(50f, 50f, Vector2.Zero, new AdditionalFixtureData(this, HitboxType.BOUND)); Radius = 50f; velocity = _initialVelocity; addFixtureToCheckedCollision(fixture); _node = new PhysicObj(new Vector2(position.X, position.Y), PathFinderNodeType.CENTER); _node.createOctogoneFixture(10, 10, Vector2.Zero, new AdditionalFixtureData(_node, HitboxType.BOUND)).IsSensor = true; _node.Radius = 10.0f; IComponent comp = new KeepDistanceComponent(300, Bloodbender.ptr.player, _node, this); _node.addComponent(comp); IComponent comp2 = new FollowBehaviorComponent(this, _node, 0); addComponent(comp2); distanceAttackWithTarget = 400; canAttack = true; canGenerateProjectile = true; canBeHitByPlayer = false; canBeHitByProjectile = false; }