public TestEnemy(BattleMain.Battle battle, Player.VirtualPlayer virtualPlayer, int indexNum, Vector2 startPosision, Item.Item.ItemState itemState) : base(battle, virtualPlayer, indexNum) { position = startPosision; radius = 32f; speed = 0.14f; startTime = 650; returnTime = 5600; circleRadius = 3.3f; popItem = itemState; hp = 130000; enableShootCount = 0; enableShootInterbal = 500; isBulletToItem = true; if (startPosision.X < BattleMain.BattleWindow.Center.X) { direction = new Vector2(0.5f, 0.5f); } else { direction = new Vector2(-0.5f, 0.5f); } }
public NoobWalk(BattleMain.Battle battle, Player.VirtualPlayer virtualPlayer, int indexNum, ActivePattern activePattern, Item.Item.ItemState itemState) : base(battle, virtualPlayer, indexNum) { radius = 32f; speed = 0.0003; shootTime = 2000; shootCount = 0; hp = 20000; popItem = itemState; isBulletToItem = false; height = 2f; circleRadius = 250.3f; direction = (double)activePattern; if (activePattern == ActivePattern.LEFT) { startPosition = new Vector2(BattleMain.BattleWindow.Center.X, BattleMain.BattleWindow.Up - 50f); radian = Math.PI; } else if (activePattern == ActivePattern.RIGHT) { startPosition = new Vector2(BattleMain.BattleWindow.Center.X, BattleMain.BattleWindow.Up - 50f); radian = 0.0; } }
public void AddItem(Item.Item.ItemState itemState, int stateNumbers) { switch (itemState) { case Item.Item.ItemState.SMALL_SCORE: score += stateNumbers; break; case Item.Item.ItemState.SCORE: score += stateNumbers; break; case Item.Item.ItemState.POWER: power += stateNumbers; break; case Item.Item.ItemState.LIFE: life += stateNumbers; break; case Item.Item.ItemState.BOMB: bomb += stateNumbers; break; } }