public override void Update() { damaged = false; if (isDying) { if (dyingCount < 30) { if (dyingCount % 2 == 0) { Effect effect = new SmallExplosionEffect(Game, X + Game.Random.Next(-64, 64 + 1), Y + Game.Random.Next(-32, 32 + - +1), Game.Random.Next(0, 360)); Game.AddEffect(effect); if (dyingCount % 4 == 0) { Game.PlaySound(Sound.Explosion); } } dyingCount++; if (dyingCount == 30) { int startAngle = Game.Random.Next(90); for (int i = 0; i < 20; i++) { int angle = startAngle + i * 18 + Game.Random.Next(-18, 19); double x = X + 64 * Utility.Cos(angle); double y = Y - 32 * Utility.Sin(angle); double speed = 0.5 + 1.5 * Game.Random.NextDouble(); Effect debris = new Debris(Game, x, y, 80, 80, 80, speed, angle); Game.AddEffect(debris); } for (int i = -1; i <= 1; i++) { Effect effect = new BigExplosionEffect(Game, X - i * 48, Y, Game.Random.Next(0, 360), 255, 255, 255); Game.AddEffect(effect); } Game.PlaySound(Sound.Explosion); } } return; } if (moveCount > 0) { moveCount--; if (attackMode == 0) { if (!(Math.Abs(X - targetX) < 32 && Math.Abs(Y - targetY) < 32)) { Effect smoke1 = new Smoke(Game, X - 24, Y - 24, Game.Random.Next(0, 360)); Effect smoke2 = new Smoke(Game, X + 24, Y - 24, Game.Random.Next(0, 360)); Game.AddEffect(smoke1); Game.AddEffect(smoke2); } } if (!Game.Player.IsDead) { if (attackMode == 1) { if (moveCount == 4) { Bullet bullet1 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(255), Y - 32 * Utility.Sin(255), 12, 255); Bullet bullet2 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(270), Y - 32 * Utility.Sin(270), 12, 270); Bullet bullet3 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(285), Y - 32 * Utility.Sin(285), 12, 285); Game.AddEnemyBullet(bullet1); Game.AddEnemyBullet(bullet2); Game.AddEnemyBullet(bullet3); Game.PlaySound(Sound.OrangeFire); } else if (moveCount == 8) { Bullet bullet1 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(255), Y - 32 * Utility.Sin(255), 12, 255); Bullet bullet2 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(270), Y - 32 * Utility.Sin(270), 12, 270); Bullet bullet3 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(285), Y - 32 * Utility.Sin(285), 12, 285); Game.AddEnemyBullet(bullet1); Game.AddEnemyBullet(bullet2); Game.AddEnemyBullet(bullet3); Game.PlaySound(Sound.OrangeFire); } } else if (attackMode == 2) { if (moveCount == 4) { Bullet bullet1 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(255), Y - 32 * Utility.Sin(255), 12, 255); Bullet bullet2 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(270), Y - 32 * Utility.Sin(270), 12, 270); Bullet bullet3 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(285), Y - 32 * Utility.Sin(285), 12, 285); Game.AddEnemyBullet(bullet1); Game.AddEnemyBullet(bullet2); Game.AddEnemyBullet(bullet3); Game.PlaySound(Sound.OrangeFire); } else if (moveCount == 8) { Bullet bullet1 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(255), Y - 32 * Utility.Sin(255), 12, 255); Bullet bullet2 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(270), Y - 32 * Utility.Sin(270), 12, 270); Bullet bullet3 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(285), Y - 32 * Utility.Sin(285), 12, 285); Game.AddEnemyBullet(bullet1); Game.AddEnemyBullet(bullet2); Game.AddEnemyBullet(bullet3); Game.PlaySound(Sound.OrangeFire); } } else if (attackMode == 3) { if (moveCount == 12) { Bullet missile = new Missile(Game, X, Y + 16 - 32 * Utility.Sin(255), 270); Game.AddEnemyBullet(missile); Game.PlaySound(Sound.MissileFire); } } } } else { if (attackMode > 0) { attackMode = Game.Random.Next(0, 4); } else { attackMode = Game.Random.Next(1, 4); } targetX = (int)Math.Round(Game.Player.X) + Game.Random.Next(-32, 32 + 1); if (attackMode == 0) { targetY = Game.FieldHeight - 32; } else { targetY = Game.FieldHeight / 4 + Game.Random.Next(-32, 64 + 1); } /* * if (hitPoints > 48) * { * moveCount = Game.Random.Next(30, 60); * } * else if (hitPoints > 24) * { * moveCount = Game.Random.Next(25, 50); * } * else * { * moveCount = Game.Random.Next(20, 40); * } */ moveCount = Game.Random.Next(20, 30); if (targetX < 80) { targetX = 80; } else if (targetX > Game.FieldWidth - 80) { targetX = Game.FieldWidth - 80; } } x2 = targetX * 0.125 + x2 * 0.875; y2 = targetY * 0.125 + y2 * 0.875; X = x2 * 0.125 + X * 0.875; Y = y2 * 0.125 + Y * 0.875; }
public override void Update() { if (waitCount > 0) { double newX = waitX + swingWidth * Utility.Sin(Game.Ticks * 8); double newY = waitY + swingHeight * Utility.Sin(Game.Ticks * 8); vx = newX - X; vy = newY - Y; X = newX; Y = newY; waitCount--; } if (waitCount == 0) { if (!attacking) { if (angle == 90) { angle += Game.Random.Next(2) == 0 ? 1 : -1; } else { int deg = Utility.NormalizeDeg(270 - angle); if (Math.Abs(deg) < 8) { angle = 270; attacking = true; } else { if (deg < 0) { angle -= 8; } else if (deg > 0) { angle += 8; } } } vx += 0.5 * Utility.Cos(angle); vy -= 0.5 * Utility.Sin(angle); Move(); } else { if (X < Game.Player.X + playerXTraceOffset) { vx += 0.25; } else if (X > Game.Player.X + playerXTraceOffset) { vx -= 0.25; } vy += 0.25; Move(); { int deg = Utility.NormalizeDeg(Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X) - angle); if (deg == -180) { angle += Game.Random.Next(2) == 0 ? 1 : -1; } else if (Math.Abs(deg) < 2) { angle = Utility.Atan2(Y - Game.Player.Y, Game.Player.X - X); } else { if (deg < 0) { angle -= 2; } else if (deg > 0) { angle += 2; } } angle = (angle % 360 + 360) % 360; if (angle < 225) { angle = 225; } else if (angle > 315) { angle = 315; } } if (fireCount > 0) { fireCount--; } else if (!Game.Player.IsDead) { if (Y < Game.Player.Y) { Bullet bullet = new Missile(Game, X + 32 * Utility.Cos(angle), Y - 32 * Utility.Sin(angle), angle); Game.AddEnemyBullet(bullet); Game.PlaySound(Sound.MissileFire); fireCount = Game.Random.Next(60, 90); playerXTraceOffset = Game.Random.Next(-96, 96 + 1); } else { fireCount = Game.Random.Next(15, 30); playerXTraceOffset = Game.Random.Next(-96, 96 + 1); } } } } damaged = false; animation = (animation + 1) % 10; }
public override void Update() { damaged = false; if (isDying) { if (dyingCount < 30) { if (dyingCount % 2 == 0) { Effect effect = new SmallExplosionEffect(Game, X + Game.Random.Next(-64, 64 + 1), Y + Game.Random.Next(-32, 32 + -+1), Game.Random.Next(0, 360)); Game.AddEffect(effect); if (dyingCount % 4 == 0) { Game.PlaySound(Sound.Explosion); } } dyingCount++; if (dyingCount == 30) { int startAngle = Game.Random.Next(90); for (int i = 0; i < 20; i++) { int angle = startAngle + i * 18 + Game.Random.Next(-18, 19); double x = X + 64 * Utility.Cos(angle); double y = Y - 32 * Utility.Sin(angle); double speed = 0.5 + 1.5 * Game.Random.NextDouble(); Effect debris = new Debris(Game, x, y, 80, 80, 80, speed, angle); Game.AddEffect(debris); } for (int i = -1; i <= 1; i++) { Effect effect = new BigExplosionEffect(Game, X - i * 48, Y, Game.Random.Next(0, 360), 255, 255, 255); Game.AddEffect(effect); } Game.PlaySound(Sound.Explosion); } } return; } if (moveCount > 0) { moveCount--; if (attackMode == 0) { if (!(Math.Abs(X - targetX) < 32 && Math.Abs(Y - targetY) < 32)) { Effect smoke1 = new Smoke(Game, X - 24, Y - 24, Game.Random.Next(0, 360)); Effect smoke2 = new Smoke(Game, X + 24, Y - 24, Game.Random.Next(0, 360)); Game.AddEffect(smoke1); Game.AddEffect(smoke2); } } if (!Game.Player.IsDead) { if (attackMode == 1) { if (moveCount == 4) { Bullet bullet1 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(255), Y - 32 * Utility.Sin(255), 12, 255); Bullet bullet2 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(270), Y - 32 * Utility.Sin(270), 12, 270); Bullet bullet3 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(285), Y - 32 * Utility.Sin(285), 12, 285); Game.AddEnemyBullet(bullet1); Game.AddEnemyBullet(bullet2); Game.AddEnemyBullet(bullet3); Game.PlaySound(Sound.OrangeFire); } else if (moveCount == 8) { Bullet bullet1 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(255), Y - 32 * Utility.Sin(255), 12, 255); Bullet bullet2 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(270), Y - 32 * Utility.Sin(270), 12, 270); Bullet bullet3 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(285), Y - 32 * Utility.Sin(285), 12, 285); Game.AddEnemyBullet(bullet1); Game.AddEnemyBullet(bullet2); Game.AddEnemyBullet(bullet3); Game.PlaySound(Sound.OrangeFire); } } else if (attackMode == 2) { if (moveCount == 4) { Bullet bullet1 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(255), Y - 32 * Utility.Sin(255), 12, 255); Bullet bullet2 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(270), Y - 32 * Utility.Sin(270), 12, 270); Bullet bullet3 = new OrangeBullet(Game, X + 32 + 32 * Utility.Cos(285), Y - 32 * Utility.Sin(285), 12, 285); Game.AddEnemyBullet(bullet1); Game.AddEnemyBullet(bullet2); Game.AddEnemyBullet(bullet3); Game.PlaySound(Sound.OrangeFire); } else if (moveCount == 8) { Bullet bullet1 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(255), Y - 32 * Utility.Sin(255), 12, 255); Bullet bullet2 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(270), Y - 32 * Utility.Sin(270), 12, 270); Bullet bullet3 = new OrangeBullet(Game, X - 32 + 32 * Utility.Cos(285), Y - 32 * Utility.Sin(285), 12, 285); Game.AddEnemyBullet(bullet1); Game.AddEnemyBullet(bullet2); Game.AddEnemyBullet(bullet3); Game.PlaySound(Sound.OrangeFire); } } else if (attackMode == 3) { if (moveCount == 12) { Bullet missile = new Missile(Game, X, Y + 16 - 32 * Utility.Sin(255), 270); Game.AddEnemyBullet(missile); Game.PlaySound(Sound.MissileFire); } } } } else { if (attackMode > 0) { attackMode = Game.Random.Next(0, 4); } else { attackMode = Game.Random.Next(1, 4); } targetX = (int)Math.Round(Game.Player.X) + Game.Random.Next(-32, 32 + 1); if (attackMode == 0) { targetY = Game.FieldHeight - 32; } else { targetY = Game.FieldHeight / 4 + Game.Random.Next(-32, 64 + 1); } if (hitPoints > 48) { moveCount = Game.Random.Next(30, 60); } else if (hitPoints > 24) { moveCount = Game.Random.Next(25, 50); } else { moveCount = Game.Random.Next(20, 40); } if (targetX < 80) { targetX = 80; } else if (targetX > Game.FieldWidth - 80) { targetX = Game.FieldWidth - 80; } } x2 = targetX * 0.125 + x2 * 0.875; y2 = targetY * 0.125 + y2 * 0.875; X = x2 * 0.125 + X * 0.875; Y = y2 * 0.125 + Y * 0.875; }