public BarrowWightDeath(BarrowWight zombie) : base(zombie) { this.Image = SpriteBank.GetAnimation(@"Images\Zombies\Skeletons\BarrowWight\Death"); this.Image.Delay = 40; this.Align = new Vector2(18f, 92f); this.Timer.Interval = TimeSpan.FromMilliseconds(2000); }
public BarrowWightWalk(BarrowWight zombie) : base(zombie) { this.Image = SpriteBank.GetAnimation(@"Images\Zombies\Skeletons\BarrowWight\Walk"); this.Image.Delay = 40; this.Align = new Vector2(10, 72); this.Velocity = 2; }
public BarrowWightAttack(BarrowWight zombie) : base(zombie) { this.Image = SpriteBank.GetAnimation(@"Images\Zombies\Skeletons\BarrowWight\Attack"); this.Image.Delay = 60; this.Align = new Vector2(18f, 92f); this.Damage = 7; this.AttackTimer.Interval = TimeSpan.FromMilliseconds(this.Image.Delay * (this.Image.Frames.Count + 1)); }
void TimerTick(Counter.ICounter counter) { Zombies.Zombie zombie; if (GRandom.RandomLogic(0.3)) { zombie = new Zombies.Skeletons.Skeleton(this); } else if (GRandom.RandomLogic(0.6)) { zombie = new Zombies.Skeletons.BarrowWight(this); } else { zombie = new Zombies.Skeletons.BladeSkeleton(this); } ZMan.Add(zombie, GRandom.RandomInt(grid.NumberOfRows)); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //Input Update: GMouse.Update(gameTime); GKeyBoard.Update(gameTime); // Allows the game to exit if (GKeyBoard.IsKeyPressed(Keys.Escape)) this.Exit(); if (GMouse.IsLeftButtonClicked) { Zombies.Zombie zombie = new Zombies.Zombies.Vampire(this); zombie.Position = GMouse.MousePosition; ZMan.Add(zombie); } if (GMouse.IsRightButtonClicked) { Zombies.Skeletons.BarrowWight zombie = new Zombies.Skeletons.BarrowWight(this); zombie.Position = GMouse.MousePosition; ZMan.Add(zombie); } timer.Update(gameTime); grid.Update(gameTime); ZMan.Update(gameTime); base.Update(gameTime); }