コード例 #1
0
ファイル: Clipper.cs プロジェクト: sinshu/dtf
 public Clipper(Game game, double x, double y)
     : base(game, x, y)
 {
     shieldPhase  = 0;
     shieldRadius = 128;
     targetRadius = 128;
     funnels      = new Funnel[NUM_FUNNEL];
     for (int i = 0; i < NUM_FUNNEL; i++)
     {
         double fx = x + Utility.Cos(shieldPhase + 360 / NUM_FUNNEL * i) * shieldRadius;
         double fy = y - Utility.Sin(shieldPhase + 360 / NUM_FUNNEL * i) * shieldRadius / 2;
         funnels[i] = new Funnel(game, fx, fy);
     }
     moveCount   = game.Random.Next(30, 45);
     targetX     = game.Random.Next(Game.FieldWidth / 2 - 192, Game.FieldWidth / 2 + 192 + 1);
     targetY     = game.Random.Next(Game.FieldHeight / 4 - 64, Game.FieldHeight / 4 + 64 + 1);
     attackCount = game.Random.Next(30, 60);
     hitPoints   = 32;
     damaged     = false;
     isDead      = false;
     animation   = 0;
 }
コード例 #2
0
ファイル: Clipper.cs プロジェクト: sinshu/dtf
 public Clipper(Game game, double x, double y)
     : base(game, x, y)
 {
     shieldPhase = 0;
     shieldRadius = 128;
     targetRadius = 128;
     funnels = new Funnel[NUM_FUNNEL];
     for (int i = 0; i < NUM_FUNNEL; i++)
     {
         double fx = x + Utility.Cos(shieldPhase + 360 / NUM_FUNNEL * i) * shieldRadius;
         double fy = y - Utility.Sin(shieldPhase + 360 / NUM_FUNNEL * i) * shieldRadius / 2;
         funnels[i] = new Funnel(game, fx, fy);
     }
     moveCount = game.Random.Next(30, 45);
     targetX = game.Random.Next(Game.FieldWidth / 2 - 192, Game.FieldWidth / 2 + 192 + 1);
     targetY = game.Random.Next(Game.FieldHeight / 4 - 64, Game.FieldHeight / 4 + 64 + 1);
     attackCount = game.Random.Next(30, 60);
     hitPoints = 32;
     damaged = false;
     isDead = false;
     animation = 0;
 }
コード例 #3
0
ファイル: Clipper.cs プロジェクト: sinshu/dtf
        public override void Update()
        {
            if (hitPoints <= 16)
            {
                targetRadius = 96;
            }
            if (hitPoints <= 8)
            {
                targetRadius = 64;
            }
            if (shieldRadius < targetRadius)
            {
                shieldRadius++;
            }
            else if (shieldRadius > targetRadius)
            {
                shieldRadius--;
            }
            shieldPhase -= 4;
            if (shieldPhase < 0)
            {
                shieldPhase += 360;
            }

            if (moveCount > 0)
            {
                moveCount--;
            }
            else
            {
                moveCount = Game.Random.Next(30, 45);
                targetX   = Game.Random.Next(Game.FieldWidth / 2 - 192, Game.FieldWidth / 2 + 192 + 1);
                targetY   = Game.Random.Next(Game.FieldHeight / 4 - 64, Game.FieldHeight / 4 + 64 + 1);
            }
            X = targetX * 0.03125 + X * 0.96875;
            Y = targetY * 0.03125 + Y * 0.96875;

            for (int i = 0; i < NUM_FUNNEL; i++)
            {
                funnels[i].X = X + Utility.Cos(shieldPhase + 360 / NUM_FUNNEL * i) * shieldRadius;
                funnels[i].Y = Y - Utility.Sin(shieldPhase + 360 / NUM_FUNNEL * i) * shieldRadius / 2;
            }

            if (attackCount > 0)
            {
                attackCount--;
            }
            else
            {
                if (!Game.Player.IsDead)
                {
                    Funnel funnel = funnels[Game.Random.Next(0, NUM_FUNNEL)];
                    Bullet bullet = new ClipperBullet(Game, funnel.X, funnel.Y + 32, 16, 270);
                    Game.AddEnemyBullet(bullet);
                    Game.PlaySound(Sound.EnemyFire);
                }
                if (hitPoints > 16)
                {
                    attackCount = Game.Random.Next(30, 60);
                }
                else if (hitPoints > 8)
                {
                    attackCount = Game.Random.Next(15, 30);
                }
                else
                {
                    attackCount = Game.Random.Next(10, 20);
                }
            }

            damaged   = false;
            animation = (animation + 1) % 32;
        }