public BossCard( Boss boss_i, Texture2D tex_t, CSManager csm, Hashtable barragec, Character Player_c, ItemManager itemm_i, int type_i, int stage_i, int barrageid_i, int totaltime_i, int maxhp_i) { this.boss = boss_i; this.Player = Player_c; this.tex = tex_t; this.totaltime = totaltime_i; this.realtime = this.totaltime; this.maxhp = maxhp_i; this.hp = this.maxhp; this.type = type_i; this.stage = stage_i; this.barrageid = barrageid_i; this.barrages = new List <BarrageSet>(); this.barrages.Add(new BarrageSet(csm.Createnew(this.stage, this.barrageid, barragec))); this.itemm = itemm_i; this.Player.dead = false; this.Player.shot = false; this.Player.bombed = false; this.Player.shifted = false; }
public Enemy( List <float[]> enemyset_l, EnemyManager e, CSManager csm, Hashtable barragec, int type_i, Vector2 pos, float speed_f, float speedf_f, int life_i, int hp_i, int stage, int barrageid_i, int id_i) { this.enemyset = enemyset_l; this.type = type_i; this.InitType(this.type); this.Position = pos; this.speed = speed_f; this.speedf = speedf_f; this.life = life_i; this.hp = hp_i; this.ohp = this.hp; this.barrageid = barrageid_i; this.id = id_i; this.tex = e.tex; this.copy = new Enemy(); this.copy.type = this.type; this.copy.Position = new Vector2(this.Position.X, this.Position.Y); this.copy.speed = this.speed; this.copy.speedf = this.speedf; this.copy.life = this.life; this.copy.hp = this.hp; this.copy.barrageid = this.barrageid; this.copy.id = this.id; this.EventArray = new List <EnemyEvent>(); this.se = SpriteEffects.None; if (this.barrageid != -1) { this.barrage = csm.Createnew(stage, this.barrageid, barragec); } this.praticle = new Praticle(false, true, new Rectangle(49, 48, 14, 13), new Vector4(pos.X - 10f, pos.Y - 10f, 20f, 20f), new Vector2(7f, 7f), 1, 5, 30, 3f, -0.1f, new Vector2(0.0f, 360f), 10f); this.praticle.scale = new Vector4(1.2f, 0.5f, 0.0f, 0.0f); this.praticle.calpha = 1f; this.praticle.stop = true; e.EnemyArray.Add(this); }