public Player(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id, float maxSpeed, float accerlate, int cooldown) : base(sprite, speed, locate, ringSize, enemySize, enemySize2, face, id) { this.Unable = new List<Texture2D>(); this.Able = new List<Texture2D>(); this.HP_1 = new List<PicList>(); this.HP_2 = new List<PicList>(); this.HP_3 = new List<PicList>(); FreezeTime = 30; MaxSpeed = maxSpeed; CommonSpeed = speed.X; StrikeRadian = 0; AttackIndex = 0; FreezeTimeNow = 0; HP = 3; this.Transforming = false; this.BeAttackedRadian = 0; Scale = new Vector2(1f, 1f); this.FakeID = AIBase.ID.Zero; for (int i = 0; i < 3; i++) { HideObtain[i] = true; } }
public EnemyTypeIV(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize,float enemySize2, AIBase.FaceSide face, AIBase.ID id, float range) : base(sprite, speed, locate, ringSize, enemySize,enemySize2, face, id) { this.Status = AIBase.Status.Alarm; m_alarmRange = range; this.CallEnemy = false; }
public EnemyTypeI(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id, int range) : base(sprite, speed, locate, ringSize, enemySize2, enemySize, face, id) { DefaultSpeed = speed; m_swingRange = range; m_stepCount = 0; CurrentFlee = 0; this.CurrentDialog = AIBase.StatusDialog.Blank; }
public EnemyTypeVI(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id, int range) : base(sprite, speed, locate, ringSize, enemySize, enemySize2, face, id, range) { HP = 2; this.CoolTime = 0; this.TurnLeftIron = new List<PicList>(); this.TurnRightIron = new List<PicList>(); this.BeAttack = false; }
public StoneBoss(object sprite, Vector2 speed, Vector2 locate, float enemySize,AIBase.ID id) : base(sprite, speed, locate, 0, enemySize,30, 0, id) { this.Name = AIBase.BossID.StoneBoss; this.CurrentBack = 0; this.CurrentShine = 0; this.CurrentDown = 0; this.CurrentRoll = 0; StoList = new List<BodyNode>(); }
public EnemyTypeIII(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id, float m_up) : base(sprite, speed, locate, ringSize, enemySize, enemySize2, face, id) { m_status3 = AIBase.StatusIII.Sleep; m_downSpeed = Speed.X; m_upSpeed = -m_up; this.CurrentRing = 0; this.Delta = 1; this.Status = AIBase.Status.Attck; }
public BigSnake(object sprite, Vector2 speed, Vector2 locate, float enemySize, float enemySize2, AIBase.ID id) : base(sprite, speed, locate, 0, enemySize, enemySize2, 0, id) { CurrentStatus = HeadStatus.Good; Head = new List<Texture2D>(); HeadHP = new List<Texture2D>(); BodyNodeList = new List<BodyNode>(); this.Name = AIBase.BossID.SnakeBoss; this.CurrentSnakeStatus = SnakeStatus.Chase; this.CurrentCharge = 0; this.CurrentFreeze = 0; }
public EnemyTypeII(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id) : base(sprite, speed, locate, ringSize, enemySize, enemySize2, face, id) { this.BeCatch = false; this.DefaultSpeed = Speed; this.CurrentFlee = 0; this.AttackTime = 0; Find = false; IsLead = false; Sharp = new List<PicList>(); this.CombineList = new List<EnemyTypeII>(); }
public SmokeBoss(object sprite, Vector2 speed, Vector2 locate, AIBase.ID id,float acclerate,Vector2 maxSpeed,Vector2 minSpeed) : base(sprite, speed, locate, 0, 1.08f,1.1f , 0, id) { this.MostSpeed = maxSpeed; this.Status = AIBase.Status.Chase; this.SmoBossStatus = AIBase.StatusSmoBoss.SpeedUp; this.Name = AIBase.BossID.SmokeBoss; this.Acclerate = acclerate; this.ChaseSpeed = speed; this.MinSpeed = minSpeed; SmokeBossList = new List<ListPart>(); }
public BigDaddy(object sprite, Vector2 speed, Vector2 locate, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id) : base(sprite, speed, locate, 0, enemySize, enemySize2, face, id) { LeftBody = new List<Texture2D>(); RightBody = new List<Texture2D>(); LeftDriver = new List<Texture2D>(); RightDriver = new List<Texture2D>(); ScenceList = new List<ScenceNode>(); ElecList = new List<ElecBall>(); this.Name = AIBase.BossID.StrikeBoss; this.CurrentStatus = BigDaddyStatus.Best; this.Status = AIBase.Status.Alarm; AIBase.ScenceList = this.ScenceList; this.Current = 0; this.BeAttack = false; }
public Ghost(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize,float enemySize2, AIBase.FaceSide face, AIBase.ID id) : base(sprite, speed, locate, ringSize, enemySize,enemySize2, face, id) { this.EyeListLeft = new List<Texture2D>(); this.BodyListLeft = new List<Texture2D>(); this.LightListLeft = new List<Texture2D>(); this.Left = new List<List<Texture2D>>(); this.EyeListRight = new List<Texture2D>(); this.BodyListRight = new List<Texture2D>(); this.LightListRight = new List<Texture2D>(); this.Right = new List<List<Texture2D>>(); this.CurrentList = new List<List<Texture2D>>(); this.CurrentStatus = 1; this.CurrentFlashTime = 0; this.DefaultSpeed = speed; this.CurrentFlee = 0; this.StepCount = 0; this.m_swingRange = 120; }
/// <summary> /// Initializes a new instance of the <see cref="Emeny"/> class. /// </summary> /// <param name="sprite">The ISprite class</param> /// <param name="speed">The speed.</param> /// <param name="locate">The locate.</param> /// <param name="ringSize">Size of the ring.</param> /// <param name="enemySize">Size of the enemy.</param> /// <param name="face">The face.</param> /// <param name="id">The id.</param> /// <param name="timer">The timer.</param> protected Enemy(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id) : base(sprite, speed, locate, ringSize, enemySize, enemySize2, face, id) { }
internal new void AddNew(string target, int oSize, float time, AIBase.List which) { Texture2D texture2D = DataReader.Load<Texture2D>("Texture/Entities/" + target); int size = texture2D.Height; int picCount = texture2D.Width / size; m_unit.AddNew(texture2D, picCount, size, oSize, time, which); }
public LittleFlower(object sprite, Vector2 locate, float enemySize, AIBase.ID id) : base(sprite, new Vector2(0), locate, 0, enemySize, 0, AIBase.FaceSide.Right, id) { ToUpdate = true; }
public GrayPlayer(object sprite, Vector2 speed, Vector2 locate, float enemySize, float enemySize2, AIBase.FaceSide face, AIBase.ID id, float maxSpeed, float accerlate, int cooldown) : base(sprite, speed, locate, 0, enemySize,enemySize2, face, id, maxSpeed, accerlate, cooldown) { RingSize = 0; }
//向图片序列表中添加一个节点 先添加的先画 public void AddNew(Texture2D target, int picCount, int size, int oSize, float time, AIBase.List which) { switch (which) { case AIBase.List.Left: ListLeft.Add(new PicList(target, picCount, size, oSize, this.Color, time)); break; case AIBase.List.Right: ListRight.Add(new PicList(target, picCount, size, oSize, this.Color, time)); break; case AIBase.List.TurnLeft: ListTurnLeft.Add(new PicList(target, picCount, size, oSize, this.Color, time)); break; case AIBase.List.TurnRight: ListTurnRight.Add(new PicList(target, picCount, size, oSize, this.Color, time)); break; case AIBase.List.Ring: ListRing.Add(new PicList(target, picCount, size, oSize, this.Color, time)); break; default: break; } }
public NPC(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize,float enemySize2 ,AIBase.FaceSide face, AIBase.ID id,int range) : base(sprite, speed, locate, ringSize, enemySize,enemySize2, face, id) { }
//初始化方法 public Unit(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize,float enemySize2, AIBase.FaceSide face, AIBase.ID id) : base(sprite) { //四个输入参数 Speed = speed; m_locate = locate; Face = face; Id = id; RingSize = ringSize; EnemySize = enemySize; CoolDownTime = 0; CurrentFly = 0; EnemySize2 = enemySize; CurrentDialog = AIBase.StatusDialog.Blank; StatusColor = Color.AliceBlue; StatusPostion = new Vector2(0); //放在开始位置 StartPoint = locate; //默认在Normal状态 Status = AIBase.Status.Normal; LastStatus = AIBase.Status.Blank; //默认不旋转 Rotate = 0f; this.CurrentRing = 0; //表初始化 ListLeft = new List<PicList>(); ListRight = new List<PicList>(); ListTurnLeft = new List<PicList>(); ListTurnRight = new List<PicList>(); List = new List<PicList>(); ListRing = new List<PicList>(); //中心位置 Center = new Vector2(enemySize / 2, enemySize / 2); }
public BigRock(object sprite, Vector2 speed, Vector2 locate, float enemySize, AIBase.FaceSide face, Vector2 start, Vector2 end) : base(sprite, speed, locate, 0, enemySize, 0, face, AIBase.ID.NPC) { this.Min = start; this.Max = end; }
public EnemyTypeBoss(object sprite, Vector2 speed, Vector2 locate, float ringSize, float enemySize2, float enemySize, AIBase.FaceSide face, AIBase.ID id) : base(sprite, speed, locate, ringSize, enemySize, enemySize2, face, id) { }