public NoobWalk(BattleMain.Battle battle, Player.VirtualPlayer virtualPlayer, int indexNum, ActivePattern activePattern, Item.Item.ItemState itemState) : base(battle, virtualPlayer, indexNum) { radius = 32f; speed = 0.0003; shootTime = 2000; shootCount = 0; hp = 20000; popItem = itemState; isBulletToItem = false; height = 2f; circleRadius = 250.3f; direction = (double)activePattern; if (activePattern == ActivePattern.LEFT) { startPosition = new Vector2(BattleMain.BattleWindow.Center.X, BattleMain.BattleWindow.Up - 50f); radian = Math.PI; } else if (activePattern == ActivePattern.RIGHT) { startPosition = new Vector2(BattleMain.BattleWindow.Center.X, BattleMain.BattleWindow.Up - 50f); radian = 0.0; } }
public TestEnemy(BattleMain.Battle battle, Player.VirtualPlayer virtualPlayer, int indexNum, Vector2 startPosision, Item.Item.ItemState itemState) : base(battle, virtualPlayer, indexNum) { position = startPosision; radius = 32f; speed = 0.14f; startTime = 650; returnTime = 5600; circleRadius = 3.3f; popItem = itemState; hp = 130000; enableShootCount = 0; enableShootInterbal = 500; isBulletToItem = true; if (startPosision.X < BattleMain.BattleWindow.Center.X) { direction = new Vector2(0.5f, 0.5f); } else { direction = new Vector2(-0.5f, 0.5f); } }
public VirtualEnemy(BattleMain.Battle battle, Player.VirtualPlayer virtualPlayer, int indexNum) { index = indexNum; parent = battle; player = virtualPlayer; state = State.NORMAL; time = 0; }
public void CollisionUpdate(Player.VirtualPlayer player) { if (DistanceSquared(player.GetPosition()) < PowTwoRadius(player.GetRadius() + radius)) { player.AddItem(itemState, stateNumbers); Dead(); } }
public Battle(GameMain gameMain) : base(gameMain) { timeSpeed = TimeSpeed.NORMAL; time = 0; enemyIndex = 0; enemyPopTimer = 0; halfTimeTimer = 0; slowTimeTimer = 0; verySlowTimeTimer = 0; player = new Player.TestPlayer(this); enemies = new List <VirtualEnemy>(); enemyBullets = new List <VirtualEnemyBullet>(); items = new List <Item.Item>(); effectSystems = new List <EffectSystem.VirtualEffectSystem>(); EnemyTimeLineSet(); }