public BN(Vector2 scroll, String[] flags) : base(scroll) { //Source sprite sRect = new Rectangle(0, 0, 300, 300); this.Scale = new Vector2(0.60f, 0.60f); location = new Vector2(TGPAContext.Instance.ScreenWidth, 200); ttl = InfiniteTimeToLive; //Stats wpn = new MiniBNCircularShield(); wpn2 = new MiniBNMachineGun(); wpn3 = new MiniBNMultidirectionnalGun(); cooldown = 5000.0f; hp = basicHP; maxLifebarValue = hp; speed = new Vector2(150.0f, 50.0f); frametime = 0f; points = 100000; go = false; nShots = 0; explosionsCount = 0; attacks = AttackBoss1.Circluar; this.Flip = SpriteEffects.FlipHorizontally; this.Weapon.Flip = SpriteEffects.FlipHorizontally; this.flagsOnDeath = flags; this.DrawLifebar = true; this.DrawWarning = true; this.InfiniteMovePattern = true; this.Pattern = new MovePattern(); this.Pattern.AddPoint(TGPAContext.Instance.ScreenWidth - 300,200); }
public BN(Vector2 scroll, String[] flags) : base(scroll) { //Source sprite sRect = new Rectangle(0, 0, 300, 300); this.Scale = new Vector2(0.60f, 0.60f); location = new Vector2(TGPAContext.Instance.ScreenWidth, 200); ttl = InfiniteTimeToLive; //Stats wpn = new MiniBNCircularShield(); wpn2 = new MiniBNMachineGun(); wpn3 = new MiniBNMultidirectionnalGun(); cooldown = 5000.0f; hp = basicHP; maxLifebarValue = hp; speed = new Vector2(150.0f, 50.0f); frametime = 0f; points = 100000; go = false; nShots = 0; explosionsCount = 0; attacks = AttackBoss1.Circluar; this.Flip = SpriteEffects.FlipHorizontally; this.Weapon.Flip = SpriteEffects.FlipHorizontally; this.flagsOnDeath = flags; this.DrawLifebar = true; this.DrawWarning = true; this.InfiniteMovePattern = true; this.Pattern = new MovePattern(); this.Pattern.AddPoint(TGPAContext.Instance.ScreenWidth - 300, 200); }