Пример #1
0
        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);
            }
        }
Пример #2
0
        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;
            }
        }
Пример #3
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;
            }
        }