public void AddActions(Scene scene) { _patternManager = BulletPatternBuilder.GetInstance(); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-3, 13)).SetEnemyColor("yellow") .SetDropItem(DropItemType.Powerup, 100).SetAngle(-90).SetSpeed(16) .SetActionTime(120).SetSpeedOffset(-8) .AddPattern(_patternManager.GetPattern("never_shoot")) .AddAction() .SetSpeed(0).SetSpeedOffset(0) .AddPattern(_patternManager.GetPattern("never_shoot")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(3, 13)).SetEnemyColor("cyan") .SetDropItem(DropItemType.Health, 100).SetAngle(-90).SetSpeed(16) .SetActionTime(120).SetSpeedOffset(-8) .AddPattern(_patternManager.GetPattern("never_shoot")) .AddAction() .SetSpeed(0).SetSpeedOffset(0) .AddPattern(_patternManager.GetPattern("never_shoot")) .Build() ); }
public void AddActions(Scene scene) { _patternManager = BulletPatternBuilder.GetInstance(); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-5, 13)).SetEnemyColor("cyan") .SetDropItem(DropItemType.None).SetAngle(-90) .SetSpeed(5) .AddPattern(_patternManager.GetPattern("p001")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(0, 13)).SetEnemyColor("magenta") .SetDropItem(DropItemType.None).SetAngle(-90) .SetSpeed(5) .AddPattern(_patternManager.GetPattern("p001")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(5, 13)).SetEnemyColor("yellow") .SetDropItem(DropItemType.None).SetAngle(-90) .SetSpeed(5) .AddPattern(_patternManager.GetPattern("p001")) .Build() ); }
public void AddActions(Scene scene) { scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(0, 13)).SetEnemyColor("yellow").SetHealth(50000) .SetAngle(-90).SetSpeed(16).SetSpeedOffset(-8).SetPrefabName("Boss") .SetActionTime(120) //.AddPattern(_patternManager.GetPattern("never_shoot")) .AddAction().SetHealthThreshold(0.8f).SetSpeed(0) .AddPattern("random_shooting") .AddPattern("random_shooting") .AddPattern("random_shooting") .AddPattern("chop_boss") .AddAction().SetHealthThreshold(0.6f).SetSpeed(0) .AddPattern("backward_shooting") .AddAction().SetHealthThreshold(0.3f).SetSpeed(0) .AddPattern("backward_ring") // .AddPattern("7_way_acc") // .AddAction().SetHealthThreshold(0.2f).SetSpeed(0) // .AddPattern("4_way_spiral") // .AddAction().SetSpeed(0) // .AddPattern("4_way_spiral_acc") // .AddPattern("p000") .Build() ); }
public void AddActions(Scene scene) { _patternManager = BulletPatternBuilder.GetInstance(); // build a action queue for shooter using AddAction() // scene.AddAction( // SceneActionBuilder.NewAction() // .SetEnterPosition(new Vector2(0, 13)).SetEnemyColor("magenta") // "cyan" "yellow" or "magenta" // .SetDropItem(DropItemType.None).SetAngle(-90).SetSpeed(16) // this shooter will use a 16 speed at first // .SetActionTime(120).SetSpeedOffset(-8) // then stops when its speed equals 0 (2 sec). // .AddPattern(_patternManager.GetPattern("never_shoot")) // .AddAction() // as soon as the speed goes to 0, its action // .SetSpeed(0).SetSpeedOffset(0) // changes to this one, which stay still in its // .AddPattern(_patternManager.GetPattern("never_shoot")) // position. // .Build() // you can also make it moving slowly by adding // ); // a small speed offset value // template remember to comment it after use // scene.AddAction( // SceneActionBuilder.NewAction() // .Build()); // // SceneActionBuilder.AddSequence( // scene, // SceneActionBuilder.NewAction().Build(), // 15); // Scene Design SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetRandomEnterPosition(new Vector2(-8, 8), new Vector2(13, 13)).SetEnemyColor("cyan") .SetSpeed(8).SetSpeedOffset(-1) .AddPattern("aim_once_after_1s").SetShootProbability(0.2f) .Build(), number: 20, intervalRange: new Vector2(15, 30)); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-9, -1)).SetAngle(75).SetAngleOffset(-20).SetSpeed(6) .SetEnemyColor("magenta").AddPattern("1_way_aiming_randomized_CD") .SetDelay(8 * 60).Build(), 40, 15); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(9, 0)).SetAngle(105).SetAngleOffset(20).SetSpeed(6) .SetEnemyColor("magenta").AddPattern("1_way_aiming_randomized_CD") .SetDelay(10 * 60).Build(), 40, 15); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-9, 13)).SetAngle(-45).SetSpeed(8).SetSpeedOffset(-1) .SetEnemyColor("yellow").AddPattern("2_way_spiral_CD").AddPattern("2_way_spiral_CD_0deg") .SetDelay(20 * 60) .Build()); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(9, 13)).SetAngle(-135).SetSpeed(8).SetSpeedOffset(-1) .SetEnemyColor("cyan").AddPattern("2_way_spiral_CD").AddPattern("2_way_spiral_CD_0deg") .SetDelay(20 * 60) .Build()); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetRandomEnterPosition(new Vector2(-8, 8), new Vector2(13, 13)).SetRandomEnemyColor() .SetSpeed(9).SetSpeedOffset(-.5f) .AddPattern("aim_once_after_1s").SetShootProbability(0f) .SetDelay(26 * 60) .Build(), number: 30, intervalRange: new Vector2(15, 30)); }
public void AddActions(Scene scene) { _patternManager = BulletPatternBuilder.GetInstance(); // build a action queue for shooter using AddAction() scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(0, 13)).SetEnemyColor("magenta") // "cyan" "yellow" or "magenta" .SetDropItem(DropItemType.None).SetAngle(-90).SetSpeed(16) // this shooter will use a 16 speed at first .SetActionTime(120).SetSpeedOffset(-8) // then stops when its speed equals 0 (2 sec). .AddPattern(_patternManager.GetPattern("never_shoot")) .AddAction() // as soon as the speed goes to 0, its action .SetSpeed(0).SetSpeedOffset(0) // changes to this one, which stay still in its .AddPattern(_patternManager.GetPattern("never_shoot")) // position. .Build() // you can also make it moving slowly by adding ); // a small speed offset value scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-7, 13)).SetEnemyColor("cyan") .SetDropItem(DropItemType.Powerup, 100).SetAngle(-90) .SetSpeed(5) .AddPattern(_patternManager.GetPattern("never_shoot")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-3, 13)).SetEnemyColor("cyan") .SetDropItem(DropItemType.Powerup, 100).SetAngle(-90) .SetSpeed(5) .AddPattern(_patternManager.GetPattern("never_shoot")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(3, 13)).SetEnemyColor("yellow") .SetDropItem(DropItemType.Health, 100).SetAngle(-90) .SetSpeed(5) .AddPattern(_patternManager.GetPattern("never_shoot")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(7, 13)).SetEnemyColor("yellow") .SetDropItem(DropItemType.Health, 100).SetAngle(-90) .SetSpeed(5) .AddPattern(_patternManager.GetPattern("p001")) .Build() ); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(6, 13)).SetEnemyColor("magenta") .SetAngle(-90).SetSpeed(10) .AddPattern(_patternManager.GetPattern("aim_once_after_2s")) .SetDelay(6 * 60).Build(), 25, 12 ); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-10, 4)).SetEnemyColor("cyan") .SetAngle(0).SetSpeed(10) .AddPattern(_patternManager.GetPattern("aim_once_after_2s")) .SetDelay(12 * 60).Build(), 25, 12 ); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(7, 13)).SetEnemyColor("magenta") .SetAngle(-90) .SetAngleOffset(-40) .SetSpeed(10) .AddPattern(_patternManager.GetPattern("p002")) .SetDelay(19 * 60) .Build(), 45, 10 ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-5, 13)) .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p006")) .SetDelay(28 * 60) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(5, 13)).SetEnemyColor("cyan") .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p006")) .SetDelay(28 * 60) .Build() ); }
public void AddActions(Scene scene) { _patternManager = BulletPatternBuilder.GetInstance(); // build a action queue for shooter using AddAction() scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(0, 13)).SetEnemyColor("cyan") // "cyan" "yellow" or "magenta", default to "magenta" if unspecified .SetAngle(-90).SetSpeed(16) // this shooter will use a 16 speed at first .SetActionTime(120).SetSpeedOffset(-8) // then stops when its speed equals 0 (2 sec). .AddPattern(_patternManager.GetPattern("never_shoot")) .AddAction() // as soon as the speed goes to 0, its action .SetSpeed(0).SetSpeedOffset(0) // changes to this one, which stay still in its .AddPattern(_patternManager.GetPattern("never_shoot")) // position. .Build() // you can also make it moving slowly by adding ); // a small speed offset value scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-7, 13)) .SetAngle(-90) .SetSpeed(7) .AddPattern(_patternManager.GetPattern("p001")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-3, 13)) .SetAngle(-90) .SetSpeed(7) .AddPattern(_patternManager.GetPattern("p001")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(3, 13)) .SetAngle(-90) .SetSpeed(7) .AddPattern(_patternManager.GetPattern("p001")) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(7, 13)) .SetAngle(-90) .SetSpeed(7) .AddPattern(_patternManager.GetPattern("p001")) .Build() ); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(7, 13)).SetEnemyColor("yellow") .SetAngle(-90) .SetAngleOffset(-40) .SetSpeed(10) .AddPattern(_patternManager.GetPattern("p002")) .SetDelay(2 * 60) .Build(), 45, 10 ); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-7, 13)).SetEnemyColor("yellow") .SetAngle(-90) .SetAngleOffset(40) .SetSpeed(10) .AddPattern(_patternManager.GetPattern("p002")) .SetDelay(2 * 60) .Build(), 45, 10 ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(0, 13)) .SetAngle(-90) .SetSpeed(6) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p007")) .SetDelay(720) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-5, 13)).SetEnemyColor("cyan") .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p006")) .SetDelay(960) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(5, 13)).SetEnemyColor("cyan") .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p006")) .SetDelay(960) .Build() ); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-7, 13)) .SetAngle(-90) .SetAngleOffset(40) .SetSpeed(10) .AddPattern(_patternManager.GetPattern("p007_partial_destroyable")) .SetDelay(1400) .Build(), 45, 10 ); SceneActionBuilder.AddSequence( scene, SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(7, 13)) .SetAngle(-90) .SetAngleOffset(-40) .SetSpeed(10) .AddPattern(_patternManager.GetPattern("p007_partial_destroyable")) .SetDelay(1400) .Build(), 45, 10 ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-7, 13)) .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p003")).SetEnemyColor("yellow") .SetDelay(2050) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(7, 13)) .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p003")) .SetDelay(2050) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-5, 13)).SetEnemyColor("cyan") .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p004")) .SetDelay(2400) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(5, 13)).SetEnemyColor("cyan") .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p004")) .SetDelay(2400) .Build() ); scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(0, 13)).SetEnemyColor("yellow") .SetAngle(-90) .SetSpeed(8) .SetSpeedOffset(-2) .AddPattern(_patternManager.GetPattern("p005")) .SetDelay(2800) .Build() ); // this one should be the miniboss scene.AddAction( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(0, 13)).SetEnemyColor("cyan").SetHealth(36000) .SetAngle(-90).SetSpeed(16).SetSpeedOffset(-8).SetPrefabName("Boss") .SetActionTime(120) //.AddPattern(_patternManager.GetPattern("never_shoot")) .SetDelay(50 * 60) .AddChild( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(2.5f, 13)).SetEnemyColor("yellow").SetHealth(3000) .SetAngle(-90).SetSpeed(16).SetSpeedOffset(-8).SetPrefabName("BossWing") .SetActionTime(120).SetDelay(50 * 60).SetDropItem(DropItemType.Health, 100) .AddAction().AddPattern(_patternManager.GetPattern("p000")).SetSpeed(3) .SetAngleOffset(30).SetAngle(90) .Build()) .AddChild( SceneActionBuilder.NewAction() .SetEnterPosition(new Vector2(-2.5f, 13)).SetEnemyColor("magenta").SetHealth(3000) .SetAngle(-90).SetSpeed(16).SetSpeedOffset(-8).SetPrefabName("BossWing") .SetActionTime(90).SetDelay(50 * 60).SetDropItem(DropItemType.Health, 100) .AddAction().AddPattern(_patternManager.GetPattern("p000")).SetSpeed(3) .SetAngleOffset(30).SetAngle(-90) .Build()) .AddAction().SetHealthThreshold(0.7f).SetSpeed(0) .AddPattern(_patternManager.GetPattern("8_way_blocking")) .AddAction().SetHealthThreshold(0.3f).SetSpeed(0) .AddPattern(_patternManager.GetPattern("4_way_spiral")) .AddAction().SetSpeed(0) .AddPattern(_patternManager.GetPattern("4_way_spiral_acc")) .AddPattern(_patternManager.GetPattern("p000")) .Build() ); }