public void update() { Time.UPDATE(); if (Time.Time % 12 == 0) { bobPtr++; if (bobPtr >= 0) { bob[bobPtr].start(); GamePage.effectMonsterDead.Play(GamePage.randObj.Next(3, 11) * 0.1f, -2 * 0.1f, 0); } } for (int i = 0; i < bob.Count(); i++) { bob[i].update(); } if (Time.Time == 0) { //刪除紀錄~~~~~ DelRecord(); AddSCORE(); //將資訊寫進 遊戲分數資料表中 GamePage.LOCAL = "死亡離開遊戲"; //破關離開遊戲 "共用" } }
public override void update() { //飄移怪物 血厚為防禦型怪獸 具備攻擊子彈功能 只會往前發射 BOB_update(); if (Dead) { return; } if (Y <= n) { Y += ADD_Y; return; } else { n = -50; } Rn--; if (Rn <= 0) { setTarget(); } X += (targetLoc.X - X) / Rn; Y += (targetLoc.Y - Y) / Rn; //boss的攻擊************* if (FRIED.Time % 20 == 0) { this.firedM3(); } if (FRIED.Time == 0) { this.firedRn(10); //該BOSS特殊攻擊位置 ball_M2 ballX = new ball_M2(new Vector2(this.V.centerLoc.X, this.V.centerLoc.Y + 60)); ballX.ADD_X = (GamePage.R_HERO.centerLoc.X - this.V.centerLoc.X) / ((GamePage.R_HERO.centerLoc.Y - this.V.centerLoc.Y) / 2); GamePage.R_MFired.Add(ballX); GamePage.effectballM2.Play(1f, -0.5f, 0f); FRIED.start(); } FRIED.UPDATE(); }
public override void update() { //飄移怪物 血厚為防禦型怪獸 具備攻擊子彈功能 只會往前發射 BOB_update(); if (Dead) { return; } if (Y <= n) { Y += ADD_Y; return; } else { n = -50; } Rn--; if (Rn <= 0) { setTarget(); } X += (targetLoc.X - X) / Rn; Y += (targetLoc.Y - Y) / Rn; //boss的攻擊************* if (FRIED.Time % 70 == 0) { if (GamePage.R_LV.getMlength() <= 21) { callMonster("MONSTER71", 2); } } if (FRIED.Time == 0) { GamePage.Thunder = true; //閃電特效 GamePage.R_LV.allMLoss(1); //閃電自己招喚的怪 this.firedM3Rn(8 + GamePage.HERO_S); FRIED.start(); } FRIED.UPDATE(); }
public override void update() { V.Rotation += 0.05f; //凸然出現的怪獸 出現後 鎖定英雄身捨攻擊 BOB_update(); //第一階段*****保護怪獸 並且閃閃怪獸 if (n >= 0) { n--; if (n % 2 == 1) { V.Alpha = 0f; } else { V.Alpha = 1000f; } return; } //第二階段*****停止並計算英雄目標,"準備"開始衝刺 if (Timer == null) { Timer = new TARY_TIMER(0, sec); targetLoc = GamePage.R_HERO.centerLoc; targetLoc.X -= V.Width / 2; targetLoc.X += randObj.Next(-100, 100); targetLoc.Y = 850; Timer.start(); V.imgptr++; } if (Timer.getT) { Timer.UPDATE(); return; } //第三階段*****開始衝刺 X += (targetLoc.X - X) / 16; Y += (targetLoc.Y - Y) / 16; }
public override void update() { //飄移怪物 血厚為防禦型怪獸 具備攻擊子彈功能 只會往前發射 BOB_update(); if (Dead) { return; } if (Y <= n) { Y += ADD_Y; return; } else { n = -50; } Rn--; if (Rn <= 0) { this.firedX(); setTarget(); } X += (targetLoc.X - X) / Rn; Y += (targetLoc.Y - Y) / Rn; //boss的攻擊************* if (FRIED.Time == 0) { callMonster("MONSTER6", 1); this.firedF3(); this.firedX(); FRIED.start(); } FRIED.UPDATE(); }
public void update() { Time.UPDATE(); if (Time.Time == 0) { //回到遊戲或是回到遊戲選單介面 if (GamePage.HERO_LIFE > 0) { GamePage._LV = null; GamePage._HERO = null; //重新配置關卡及英雄 GamePage.R_MFired.clear();//清除子彈 GamePage.R_LV = new LV(GamePage.HERO_LV, GP); GamePage.R_HERO = new HERO(GamePage.HERO_LOC); GamePage.R_BAR.ResetBtn(); //攻擊力 GamePage.R_HERO.setATK((int)(GamePage.HERO_A2)); //連續發射 GamePage.R_BAR.tempMove = GamePage.HERO_B - (int)(GamePage.HERO_B2 * 0.6); //子彈數量 GamePage.R_HERO.setbullet(GamePage.HERO_C2); //移動速度 GamePage.R_HERO.setF(GamePage.HERO_D + GamePage.HERO_D2); //HP量 GamePage.R_HERO.setHP(GamePage.HERO_E2); GamePage.LOCAL = "遊戲"; } else { //刪除紀錄~~~~~ DelRecord(); AddSCORE();//將資訊寫進 遊戲分數資料表中 GamePage.LOCAL = "死亡離開遊戲"; } } }
protected void heroUpdate() { if (ProHero.getT) { //英雄被擊中~ 保護英雄秒數 ProHero.UPDATE(); if (ProHero.Time % 2 == 1) { hero.Alpha = 0f; } else { hero.Alpha = 1000f; } return; } L = GamePage.R_LV.HPlossX(hero.H, 50); if (L != 0) { //人物被擊中 人扣血、怪扣血 Hp.hp -= L; //被怪擊中 星星徽章消失 GamePage.R_BAR.PowerLv--; GamePage.effectHerofired.Play(); ProHero.start();//啟動防護機制 } if (Hp.hp <= 0) { dead = true;//腳色死亡 } }
public override void update() { V.Rotation += 0.05f; //追蹤鎖定英雄的怪物 若怪被擊中就觸發鎖定事件 BOB_update(); //第一階段*****前進觸發範圍 if (Y <= n) { Y += ADD_Y; return; } //第二階段*****停止並計算英雄目標,"準備"開始衝刺 if (Timer == null) { Timer = new TARY_TIMER(0, sec); targetLoc = GamePage.R_HERO.centerLoc; targetLoc.X -= V.Width / 2; targetLoc.X += randObj.Next(-100, 100); targetLoc.Y = 850; Timer.start(); V.imgptr++;//怪物變色 } if (Timer.getT) { Timer.UPDATE(); return; } //第三階段*****開始衝刺 X += (targetLoc.X - X) / 16; Y += (targetLoc.Y - Y) / 16; }
public override void update() { V.Rotation += 0.05f; //亂槍射擊的怪物 若怪被擊中就觸發亂鎖定發射 BOB_update(); //第一階段*****前進觸發範圍 if (Y <= n) { Y += ADD_Y; return; } //第二階段*****停止並計算英雄目標,"準備"開始衝刺 if (Timer == null) { Timer = new TARY_TIMER(0, sec); targetLoc.X = randObj.Next(-20, 480); targetLoc.Y = 850; Timer.start(); V.imgptr++; } if (Timer.getT) { Timer.UPDATE(); return; } //第三階段*****開始衝刺 X += (targetLoc.X - X) / 16; Y += (targetLoc.Y - Y) / 16; }
public override void update() { //飄移怪物 血厚為防禦型怪獸 具備攻擊子彈功能 只會往前發射 RunTime++; BOB_update(); if (Dead) { return; } //開始烙跑了! if (leave) { Y -= 0.5f; if (this.Y <= -50) { this.Y = 1000;//使自身離開消失 } return; } if (Y <= n) { Y += ADD_Y; return; } else { n = -50; } if (!Angry) { if (RunTime % 40 == 0) { this.firedM3(); RunPtr = (RunPtr == 3) ? 0 : RunPtr; V.imgptr = RunPtr; RunPtr++; } } Rn--; if (Rn <= 0) { this.firedM3(); setTarget(); } X += (targetLoc.X - X) / Rn2; Y += (targetLoc.Y - Y) / Rn2; //boss的攻擊************* if (FRIED.Time == 0) { this.firedM3(); FRIED.start(); } FRIED.UPDATE(); }
public override void update() { //飄移怪物 血厚為防禦型怪獸 具備攻擊子彈功能 只會往前發射 RunTime++; BOB_update(); if (Dead) { return; } if (RunTime <= n) { return; } if (!Angry) { if (RunTime % 60 == 0) { RunPtr = (RunPtr == 0) ? 1 : 0; } } else { if (RunTime % 50 == 0) { Angry = !Angry; RunPtr = 0; } else { RunPtr = 2; if (RunTime % powerNum == 0) { this.firedF5(); } } } V.imgptr = RunPtr; Rn--; if (Rn <= 0) { this.firedX(); setTarget(); } X += (targetLoc.X - X) / Rn2; Y += (targetLoc.Y - Y) / Rn2; //boss的攻擊************* if (FRIED.Time == 0) { Angry = true; FRIED.start(); } FRIED.UPDATE(); }
public override void update() { BOB_update(); if (Dead) { return; } if (Y <= n) { Y += ADD_Y; return; } else { n = -500; } Rn--; if (Rn <= 0) { setTarget(); } X += (targetLoc.X - X) / Rn; Y += (targetLoc.Y - Y) / Rn; //**************** //左手右手一起移動 RightHand.X = X + 315; RightHand.Y = Y + 120; LeftHand.X = X + 35; LeftHand.Y = Y + 170; if (LeftHand.Rotation >= M || LeftHand.Rotation <= -M) { M2 = !M2; } if (M2) { LeftHand.Rotation += 0.005f; } else { LeftHand.Rotation -= 0.005f; } //boss的攻擊************* if (FRIED.Time % 100 == 0) { if (GamePage.randObj.Next(0, 3) % 2 == 1) { firedM3x3(); } else { this.firedM3Rn(8); } } if (FRIED.Time == 0) { this.callMonster("MONSTER1_A", 4 + GamePage.HERO_S); this.callMonster("MONSTER5", 3 + GamePage.HERO_S); this.callMonster("MONSTER51", 3 + GamePage.HERO_S); this.callMonster("MONSTER5_C", 2 + GamePage.HERO_S); //該BOSS特殊攻擊位置 ball_M2 ballX = new ball_M2(new Vector2(this.V.centerLoc.X, this.V.centerLoc.Y + 60)); ballX.ADD_X = (GamePage.R_HERO.centerLoc.X - this.V.centerLoc.X) / ((GamePage.R_HERO.centerLoc.Y - this.V.centerLoc.Y) / 2); GamePage.R_MFired.Add(ballX); GamePage.effectballM2.Play(1f, -0.5f, 0f); FRIED.start(); hp += 5 + (20 * GamePage.HERO_S);//回血機制 } FRIED.UPDATE(); }
public override void update() { //飄移怪物 血厚為防禦型怪獸 具備攻擊子彈功能 只會往前發射 RunTime++; BOB_update(); if (Dead) { return; } if (Y <= n) { Y += ADD_Y; return; } else { n = -50; } if (!Angry) { if (RunTime % 50 == 0) { this.firedM3x3(); RunPtr = (RunPtr == 3) ? 0 : RunPtr; V.imgptr = RunPtr; RunPtr++; } } else { if (RunTime % 70 == 0) { this.firedM2(); this.firedM3Rn(5); RunPtr = (RunPtr == 6) ? 3 : RunPtr; V.imgptr = RunPtr; RunPtr++; } } Rn--; if (Rn <= 0) { this.firedM3(); setTarget(); } X += (targetLoc.X - X) / Rn2; Y += (targetLoc.Y - Y) / Rn2; //boss的攻擊************* if (FRIED.Time == 0) { this.firedM3(); FRIED.start(); } FRIED.UPDATE(); }