public virtual void setTarget() { targetLoc = new Vector2(0, randObj.Next(MinY, MaxY)); targetLoc.X = (randObj.Next(0, (int)(480 - V.Width))); Rn = randObj.Next(30, 150); Rn2 = Rn; }
public virtual void setTarget() { targetLoc = new Vector2(0, randObj.Next(MinY, MaxY)); targetLoc.X = (GamePage.R_HERO.centerLoc.X - randObj.Next(-120, 120)); targetLoc.X -= (V.Width / 2); Rn = randObj.Next(30, 150); Rn2 = Rn; }
public BG(Texture2D IMG) { n += GamePage.HERO_LV; v += GamePage.HERO_LV * 0.1f; img = IMG; for (int i = 0; i < n; i++) { Stars.Add(new TARY_VIMG(img, new Vector2(randObj.Next(0, 480), randObj.Next(0, 800)))); Stars[i].Size = randObj.Next(1, 5); } }
public void setTarget() { targetLoc = new Vector2(randObj.Next(0, (int)(480 - V.Width)), randObj.Next(MinY, MaxY)); if (Auto) { targetLoc.X = (GamePage.R_HERO.centerLoc.X - randObj.Next(-150, 150)); } Rn = randObj.Next(30, 90); Rn2 = Rn; }
public override void info() { //**父類別基礎屬性**** SCORE = 98; //擊倒分數 HP = 3; //怪物血量 ADD_X = 0f; //物件位移 ADD_Y = 2; //物件位移 //************* randObj = GamePage.randObj; n = randObj.Next(300, 400); //y前進多少 開始發動捨身攻擊 sec = 60; //幾秒發動射擊 }
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() { 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 virtual void setTarget() { targetLoc = new Vector2(randObj.Next(-20, (int)(480)), randObj.Next(MinY, MaxY)); Rn = randObj.Next(Nmin, Nmax); Rn2 = Rn; }