public override void Initialize() { base.Initialize(); currentTime = fireTime; lootValue = LootValue.veryHigh; //Egenskaper SightRange = 600; HP = 1000.0f; HPmax = HP; Damage = (float)CollisionDamage.high; Speed = 0.02f; AddPrimaryModule(10, ShootingMode.Regular); AddSecondaryModule(200, ShootingMode.Regular); secondaryModule.ShootsInBatchesSetup(3, 3000); movement = Movement.Line; SecondaryShootSoundID = SoundEffects.SmallLaser; //Animationer anim.LoopTime = 500; anim.AddFrame(spriteSheet.GetSubSprite(new Rectangle(92, 180, 69, 83))); CenterPoint = new Vector2(anim.Width / 2, anim.Height / 2); float beamDamage = 12.0f; beamModuleLeft = new HostileBeamModule(Game, spriteSheet, beamDamage); beamModuleMiddle = new HostileBeamModule(Game, spriteSheet, beamDamage); beamModuleRight = new HostileBeamModule(Game, spriteSheet, beamDamage); }
public override void Initialize() { base.Initialize(); currentTime = fireTime; lootValue = LootValue.medium; //Egenskaper SightRange = 600; HP = 500f; HPmax = HP; Damage = (float)CollisionDamage.medium; Speed = 0.05f; AddPrimaryModule(10, ShootingMode.Regular); movement = Movement.Following; //Animationer anim.LoopTime = 500; anim.AddFrame(spriteSheet.GetSubSprite(new Rectangle(410, 0, 29, 36))); CenterPoint = new Vector2(anim.Width / 2, anim.Height / 2); float beamDamage = 12.0f; beamModule = new HostileBeamModule(Game, spriteSheet, beamDamage); }