Exemplo n.º 1
0
        public override void Update()
        {
            _tickCounter += GoodRnd.NextBin();
            if (_tickCounter % 2 == 0 && _target.alive)
            {
                GameScene.Instance.Add(new Particle(X, Y, Assets.ParticleStar, 4, 4)
                {
                    LifeSpan       = 10,
                    Angle          = 10,
                    FinalAlpha     = 0,
                    FinalX         = X + GoodRnd.gen.Next(-20, 20) * (float)GoodRnd.gen.NextDouble(),
                    FinalY         = Y + GoodRnd.gen.Next(-20, 20) * (float)GoodRnd.gen.NextDouble(),
                    FinalScaleX    = 0.5f,
                    LockScaleRatio = true
                });
            }

            base.Update();
        }
Exemplo n.º 2
0
        public void spawnCreeps()
        {
            switch (_creepCount)
            {
            case 0:
                GameScene.Instance.Add(new Melee(_team, new Point((int)(X - 20 * GoodRnd.NextFloatBin()), (int)(Y + (int)_team * 10))));
                _creepCount++;
                break;

            case 1:
                GameScene.Instance.Add(new Melee(_team, new Point((int)(X + 20 * GoodRnd.NextFloatBin()), (int)(Y + (int)_team * 10))));
                _creepCount++;
                break;

            case 2:
                GameScene.Instance.Add(new Ranged(_team, new Point((int)(X), (int)(Y - (int)_team * 10))));
                _creepCount++;
                break;

            case 3:
                if (_siegeCD <= 0)
                {
                    GameScene.Instance.Add(new Siege(_team, new Point((int)(X + (int)_team * 20), (int)(Y - (int)_team * 20))));
                    _siegeCD = 3 * _creepsCooldown;
                }
                _creepCount++;
                break;

            case 4:
                GameScene.Instance.Add(new Melee(_team, new Point((int)(X), (int)(Y))));
                _creepCount++;
                break;

            default:
                _creepsCD   = _creepsCooldown;
                _creepCount = 0;
                break;
            }
        }