public void spawnEnemy(String type) { EnemySprite enemySprite = new EnemySprite(type); Level.enemyList.Add(enemySprite); Futile.stage.AddChild(enemySprite); }
public override void Update() { EnemySprite.Update(); Enemy.gravityManagement.Update(); Enemy.Position += Vector2.UnitX; }
public static void ResolveNPCTileCollision(EnemySprite enemy, Tile tile) { if (tile.TileType != TileTypeEnum.Space) { if (enemy.currentMovement.XDirection == MovementVector.DirectionX.Left) { enemy.MoveStandStill(); enemy.Position.X = tile.Position.X + tile.Width; } if (enemy.currentMovement.XDirection == MovementVector.DirectionX.Right) { enemy.MoveStandStill(); enemy.Position.X = tile.Position.X - tile.Width; } if (enemy.currentMovement.YDirection == MovementVector.DirectionY.Up) { enemy.MoveStandStill(); enemy.Position.Y = tile.Position.Y + tile.Height; } if (enemy.currentMovement.YDirection == MovementVector.DirectionY.Down) { enemy.MoveStandStill(); enemy.Position.Y = tile.Position.Y - tile.Height; } } }
/// <summary> /// Adds a single NPC to the list of NPCs in the gameworld /// </summary> /// <param name="npc">An NPC</param> public void AddNPC(EnemySprite npc) { if (!NPCList.Contains(npc)) { NPCList.Add(npc); } }
public override void Update() { EnemySprite.Update(); Enemy.gravityManagement.Update(); Enemy.Position += EnemyUtil.Util; }
/// <summary> /// Performs what need to be done if the player touches another NPC /// </summary> /// <param name="player">The player</param> /// <param name="npc">The NPC</param> public static void ResolvePlayerNpcCollision(MovingSprite player, EnemySprite npc) { if (Intersects(player.bounds, npc.bounds)) { // Player bumped into something, play the bump cue SoundFxManager.Instance.PlaySound(SoundFxManager.CueEnums.exit); } }
protected EnemyModel(ItemEnemySpriteFactory itemEnemySpriteFactory) { ItemEnemySpriteFactory = itemEnemySpriteFactory; Sprite = new EnemySprite(this); Support = false; HorizontalV = 1; VerticalV = 2; }
public override void Update() { EnemySprite.Update(); if (!Enemy.Island) { Enemy.gravityManagement.Update(); } Enemy.Position -= Vector2.UnitX; }
public override void Draw(SpriteBatch spriteBatch, Vector2 location) { if (count < EnemyUtil.goombaDisappear) { EnemySprite.Draw(spriteBatch, location); } else { Enemy.Position -= Vector2.UnitX * EnemyUtil.bossOffset; } }
public override void Draw(SpriteBatch spriteBatch, Vector2 location) { if (count < EnemyUtil.goombaDisappear) { EnemySprite.Draw(spriteBatch, location); } else { GameObjectManager.Instance.GameObjectList.Remove(Enemy); } }
void Start() { enemy = GameObject.Find("ENEMY"); enemyFire = enemy.GetComponent <EnemyFire>(); enemySprite = enemy.transform.GetChild(0).GetComponent <EnemySprite>(); enemyDatabase = enemy.GetComponent <EnemyDatabase>(); effectParent = GameObject.Find("EFFECT").transform; destroyzoneAll = GameObject.Find("DESTROYZONE").transform.GetChild(0).gameObject; StartCoroutine(GameStart()); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Enemy") { Health health = collision.GetComponent <Health>(); EnemySprite sp = collision.GetComponentInChildren <EnemySprite>(); sp.HitNoOfTime++; health.TakeDamage(damage); Instantiate(hitParticleEffect, collision.transform.position, Quaternion.identity); Destroy(gameObject); } }
public override void Update() { EnemySprite.Update(); if (!Enemy.Island) { Enemy.gravityManagement.Update(); } if (delay == 200) { GameObjectManager.Instance.GameObjectList.Add(new Goomba(Enemy.Position)); delay = 0; } delay++; }
/// <summary> /// Adds an enemy to the game scene /// </summary> /// <param name="enemy"></param> internal void AddEnemy(Enemy enemy) { EnemySprite enemySprite = new EnemySprite() { IsVisible = true, Texture = _content.Load <Texture2D>("Images/Characters/enemies"), Width = 48, Height = 48, Size = new Point(48, 48), Location = new Point(enemy.X, enemy.Y), Enemy = enemy }; _enemySprites.Add(enemySprite); }
private void AddEnemy(Vector2 position, char enemyType) { EnemySprite newEnemy; if (enemyType.Equals('B')) { newEnemy = new EnemySprite(game, EnemySprite.EnemyEnum.Butterfly, position); } else { newEnemy = new EnemySprite(game, EnemySprite.EnemyEnum.Firefly, position); } game.CurrentLevel.NpcContainer.AddNPC(newEnemy); }
// Use this for initialization void Start() { state = States.START; enterKeyColor = enterKey.GetComponent <Image>().color; enterKeyColor.a = 0f; enterKey.GetComponent <Image>().color = enterKeyColor; player = GameObject.Find("Player"); EnemySprite[] listOfEnemies = FindObjectsOfType <EnemySprite>(); foreach (EnemySprite i in listOfEnemies) { if (i.ID == 7) { server = i; } } }
private void Awake() { rb = GetComponent <Rigidbody2D>(); sGroup = GetComponent <SortingGroup>(); anim = GetComponent <Animator>(); sortingTransform = transform.Find("SortingTransform"); top = transform.Find("Top"); idleState = new IdleState(this); // Set enemy states aggressiveState = new AggressiveState(this); patrolState = new PatrolState(this); gotHitState = new GotHitState(this); spritesTransform = transform.Find("Sprites"); oriScale = spritesTransform.localScale; colliders = spritesTransform.GetComponentsInChildren <Collider2D>(); Collider2D[] attackCol = colliders.Where(col => col.tag == "EnemyAttackBox").ToArray(); attackState = new AttackState(this, GetComponent <Collider2D>(), attackCol); var spriteChilds = spritesTransform.GetComponentsInChildren <SpriteRenderer>(); sprites = new EnemySprite[spriteChilds.Length]; for (int i = 0; i < spriteChilds.Length; i++) { var _transform = spriteChilds[i].transform; var _sprite = spriteChilds[i]; var _color = spriteChilds[i].color; sprites[i] = new EnemySprite(_transform, _sprite, _color); } _animMoveSpeed = Animator.StringToHash("MoveSpeed"); _animAttackSpeed = Animator.StringToHash("AttackSpeed"); anim.SetFloat(_animMoveSpeed, stats.moveSpeed * 0.5f); overrideController = new AnimatorOverrideController(); overrideController.runtimeAnimatorController = anim.runtimeAnimatorController; anim.runtimeAnimatorController = overrideController; overrideController["BaseWalk"] = walk; overrideController["BaseIdle"] = idle; if (death.Length > 0) { overrideController["BaseDeath"] = death[0]; } layers = LayerMask.GetMask("StaticWall", "PlayerHitbox"); stats.moveSpeed += Random.Range(-0.2f, 0.2f); stats.minPathUpdateTime += Random.Range(-0.2f, 0.2f); }
public Bowser(ContentManager content, GraphicsDevice graphicsDevice) { Content = content; BowserSpriteSheet = Content.Load <Texture2D>("Bowser"); Sprite = new EnemySprite(graphicsDevice, BowserSpriteSheet, 6, 17, OriginalLocation, 2, 1); Sprite.InitializeSprite(BowserSpriteSheet, graphicsDevice, 6, 17); Sprite.SwitchAnimation(2, 1); this.EnemyState = new StandardBowserState(); GraphicsDevice = graphicsDevice; Sprite = BowserSpriteFactory.Instance.FactoryMethod(content, this, graphicsDevice); EnemyState = new StandardBowserState(); Random = new Random(); Delay = Constants.ZERO; Health = new HealthBar(content, graphicsDevice, this); Damage = 9; isConsumed = false; }
// Update is called once per frame void Update() { rand = new System.Random(); if (readyForBattle && player.anim.GetBool("isWalking")) { int x = rand.Next(100); if (x >= 0 && x < 2) //2% chance for battle per frame { level = (int)(GameControl.control.level * (rand.NextDouble() + 0.5) * 1.5f); atk = (int)(((rand.NextDouble()) + 1) * 5 * level); def = (int)(((rand.NextDouble()) + 1) * 2 * level); hp = (int)(((rand.NextDouble()) + 1) * 30 * level); readyForBattle = false; sprite = (EnemySprite)rand.Next(3); EnterBattleScene(); } } }
public KoopaTroopa(ContentManager content, GraphicsDevice graphicsDevice, bool red) { this.EnemyState = new StandardKoopaTroopaState(); GreenKoopaSheet = content.Load <Texture2D>("GreenKoopaSheet"); RedKoopaSheet = content.Load <Texture2D>("RedKoopaSheet"); if (red) { Sprite = new EnemySprite(graphicsDevice, RedKoopaSheet, 2, 2, new Vector2(1200, 738), Constants.ZERO, 2); } else { Sprite = new EnemySprite(graphicsDevice, GreenKoopaSheet, 2, 2, new Vector2(1200, 738), Constants.ZERO, 2); } Content = content; GraphicsDevice = graphicsDevice; isConsumed = false; activated = true; }
public bool collide(EnemySprite enemy) { Debug.Log("Collide: " + enemy.name); switch (enemy.name) { case "fish_swim": this.killPlayer(); break; case "eel": this.killPlayer(); break; case "jewel": Debug.Log("Money!"); FSoundManager.PlaySound("pickup_jewel", 0.4f); PlayerState.SCORE++; return(true); } return(false); }
public Queue <EnemySprite> CreateEnemies() { Queue <EnemySprite> allEnemies = new Queue <EnemySprite>(); try { for (int i = 0; i < 10; i++) { EnemySprite enemy = new EnemySprite("E" + 1, "enemy", new Vector2(0, 0), Helper.random.Next(5, 10)); enemy.Speed = Helper.random.Next(5, 10); enemy.IsVisible = false; allEnemies.Enqueue(enemy); } } catch (Exception e) { Console.WriteLine("Error while creating Enemies : {0}", e.Message); } return(allEnemies); }
public void update(EnemySprite target) { if (target.RIGHT) { target.dx = Math.Min(target.MAX_SPEED, target.dx + target.ACCEL); target.scaleX = -1.0f; } else { target.dx = Math.Max(target.MAX_SPEED * -1, target.dx - target.ACCEL); target.scaleX = 1.0f; } if (target.x > Futile.screen.halfWidth - 10.0f) { target.RIGHT = false; } else if (target.x < -Futile.screen.halfWidth + 10.0f) { target.RIGHT = true; } }
/// <summary> /// Generates random enemy according to current level /// </summary> /// <param name="level">Current level of game</param> /// <returns>Random enemy ready to be placed on map</returns> private EnemySprite GenerateEnemy(int level) { var position = GenerateNewPosition(); while (!IsPositionValid(position) && !IsPositionEmpty(position) && Math.Abs(position.X - Player.Position.X) < 3 && Math.Abs(position.Y - Player.Position.Y) < 3) { position = GenerateNewPosition(); } Random r = new Random(); int randomMonster = (r.Next() % (level + 1)) % 4; EnemySprite monster = null; switch (randomMonster) { case 0: monster = new NormalEnemySprite(_normalEnemyTexture, position, this); break; case 1: monster = new HunterEnemySprite(_hunterEnemyTexture, position, this); break; case 2: monster = new ShooterMonsterEnemySprite(_shooterEnemyTexture, position, this); break; case 3: monster = new TankMonsterEnemySprite(_tankEnemyTexture, position, this); break; } if (monster == null) { throw new ArgumentException("Could not generate monster"); } return(monster); }
//Load the Sprite by its type public EnemySprite LoadEnemySprite(Enemy.EnemyType _type) { EnemySprite temp = new EnemySprite(); if (_type == Enemy.EnemyType.type1) { temp.type = Enemy.EnemyType.type1; temp.sprite = Resources.Load <Sprite>("Sprites/e1"); } else if (_type == Enemy.EnemyType.type2) { temp.type = Enemy.EnemyType.type2; temp.sprite = Resources.Load <Sprite>("Sprites/e2"); } else //(type == Enemy.EnemyType.type3) { temp.type = Enemy.EnemyType.type3; temp.sprite = Resources.Load <Sprite>("Sprites/e3"); } return(temp); }
private void XnaPanelDragDrop(object sender, DragEventArgs e) { var enemy = (Enemy)e.Data.GetData(typeof(Enemy)); var sprite = new EnemySprite(enemy); var p = this.xnaPanel.PointToClient(new Point(e.X, e.Y)); sprite.X = p.X - (sprite.Width / 2); sprite.Y = p.Y - (sprite.Height / 2); this.xnaPanel.AddSprite(sprite); }
public override void Update(GameTime gametime) { CheckCanMove(); if (_state == BossState.MOVE) { movetimer += gametime.ElapsedGameTime.TotalSeconds; if (movetimer >= movetime) { movetimer = 0.0f; int rndnum = rnd.Next(0, 3); switch (rndnum) { case 0: _state = BossState.ATTACK; break; case 1: changedir = true; _state = BossState.RUSH; break; case 2: _state = BossState.SUPERATTACK; break; } } } if (_state == BossState.ATTACK) { attacktimer += gametime.ElapsedGameTime.TotalSeconds; if (attacktimer >= attacktime) { attacktimer = 0.0f; _state = BossState.MOVE; } } else if (_state == BossState.RUSH) { rushtimer += gametime.ElapsedGameTime.TotalSeconds; if (rushtimer >= rushtime) { rushtimer = 0.0f; _state = BossState.MOVE; } } else if (_state == BossState.SUPERATTACK) { supattacktimer += gametime.ElapsedGameTime.TotalSeconds; if (supattacktimer >= supattacktime) { supattacktimer = 0.0f; _state = BossState.MOVE; } } switch (_state) { case BossState.MOVE: Move(); break; case BossState.ATTACK: Attack(gametime); break; case BossState.RUSH: Rush(); break; case BossState.SUPERATTACK: SuperAttack(gametime); break; } if (Health <= 0) { EnemySprite.IsLive = false; } _currentAnimation = _idleAniamtion; _currentAnimation.Update(gametime); EnemySprite.Update(); }
private void ButtonAddEnemyClick(object sender, EventArgs e) { var index = this.listBoxEnemies.SelectedIndex; if (index >= 0) { var sprite = new EnemySprite(Project.Data.Enemies[index + 1]); this.xnaPanel.AddSprite(sprite); } if (this.xnaPanel.Sprites.Count >= 12) this.buttonAddEnemy.Enabled = false; }
void Start() { mySprite = LoadEnemySprite(type); enemySprites.Add(mySprite); enemySelector = GameObject.Find("Panel_EnemySelector").GetComponent <Animator>(); }
public void update(EnemySprite target) { //RXDebug.Log ("Staying"); }
public virtual void Update() { EnemySprite.Update(); Enemy.gravityManagement.Update(); }
// Update is called once per frame void Update() { if (enemyC != -1) { Debug.Log("In combat: " + enemyC); } if (enviC != -1) { Debug.Log("In environment: " + enviC); } if (!enemyChosen) { EnemySprite[] currentEnemies = Object.FindObjectsOfType <EnemySprite>(); foreach (EnemySprite e in currentEnemies) { e.opacity(0f); if (e.ID == enemyC) { currentEnemy = e; enemyFound = true; announce.text = "You're up against: " + currentEnemy.linkedEnemy.Title; if (currentEnemy.linkedEnemy.Type != "server") { enemyStat.text = "Attack 1: " + currentEnemy.linkedEnemy.Attack1Title + "\n" + "Damage: " + (currentEnemy.linkedEnemy.Attack1Damage - PersistentInventoryScript.instance.itemDefense / 5) + "\n" + "Attack 2: " + currentEnemy.linkedEnemy.Attack2Title + "\n" + "Damage: " + (currentEnemy.linkedEnemy.Attack2Damage - PersistentInventoryScript.instance.itemDefense / 5); } else { enemyStat.text = "Attack 1: " + currentEnemy.linkedEnemy.Attack1Title + "\n" + "Damage: ???\n" + "Attack 2: " + currentEnemy.linkedEnemy.Attack2Title + "\n" + "Damage: " + (currentEnemy.linkedEnemy.Attack2Damage - PersistentInventoryScript.instance.itemDefense / 5); } e.opacity(1f); } } if (!enemyFound) { currentEnemy = null; } else if (!enemyEntered) { currentEnemy.pleaseEnter = true; enemyEntered = true; } enemyChosen = true; } if (!enviSet) { GetComponent <Environment>().changebg(enviC); enviSet = true; } if (Input.GetKeyDown(KeyCode.C)) { SceneManager.LoadScene("Woonplaats"); } }