public void ResetMovement(States.Direction direction) { int randomDirection = Game1.random.Next(0, 4); if (randomDirection == (int)direction) { randomDirection = Game1.random.Next(0, 4); } else { Self.Direction = (States.Direction)randomDirection; if (Self.State != States.MonsterState.Damaged) { Self.State = States.MonsterState.Moving; if (ResetCounter == ResetThreshold) { Pursue(); } else { ResetCounter++; SetPath(); } } } }
public void ChangeDirection(States.Direction direction) { if (Direction != direction && State != States.LinkState.Damaged) { switch (direction) { case (States.Direction.Up): directionName = "Up"; Sprite.ChangeSpriteAnimation("WalkUp"); break; case (States.Direction.Down): directionName = "Down"; Sprite.ChangeSpriteAnimation("WalkDown"); break; case (States.Direction.Left): directionName = "Left"; Sprite.ChangeSpriteAnimation("WalkLeft"); break; case (States.Direction.Right): directionName = "Right"; Sprite.ChangeSpriteAnimation("WalkRight"); break; } Direction = direction; } }
public void ChangeDirection(States.Direction direction) { if (Direction != direction) { switch (direction) { case (States.Direction.Up): Direction = States.Direction.Up; Sprite.ChangeSpriteAnimation("DamagedUp"); break; case (States.Direction.Down): Direction = States.Direction.Down; Sprite.ChangeSpriteAnimation("DamagedDown"); break; case (States.Direction.Left): Direction = States.Direction.Left; Sprite.ChangeSpriteAnimation("DamagedLeft"); break; case (States.Direction.Right): Direction = States.Direction.Right; Sprite.ChangeSpriteAnimation("DamagedRight"); break; } Direction = direction; } }
public static void MonsterHitLink(Monster monster, ILink link) { if (monster.CanDamage && link.State != States.LinkState.Damaged && link.State != States.LinkState.Dead) { States.Direction knockbackDirection = DirectionResolution(monster, link); link.TakeDamage(knockbackDirection, monster.AttackDamage); } }
public SwordBeam(Game1 game, IGameObject creator, States.Direction direction) { Game = game; Creator = creator; Position = Creator.Position; Direction = direction; Damage = 1; }
public Bullet(Game1 game, IGameObject creator, States.Direction direction) { Game = game; Creator = creator; Position = Creator.Position; Direction = direction; Damage = 5; }
public MovableBlock(Game1 game, Vector2 position, States.Direction movableDirection) { Position = position; Sprite = new StaticSprite(game, "Block", position, game.TileSpriteSheet, game.spriteBatch); Hitbox = new Rectangle((int)Position.X, (int)Position.Y, (int)Sprite.Size.X, (int)Sprite.Size.Y); MovableDirection = movableDirection; SetSpeed(); }
/* * addes sound Effects * 0.LOZ_Arrow_Boomerang * 1 LOZ_Bomb_Blow * 2 LOZ_Bomb_Drop * 3 LOZ_Boss_Scream1 * 4 LOZ_Candle * 5 LOZ_Door_Unlock * 6 LOZ_Enemy_Die * 7 LOZ_Enemy_Hit * 8 LOZ_Fanfare * 9 LOZ_Get_Heart * 10 LOZ_Get_Item * 11 LOZ_Get_Rupee * 12 LOZ_Key_Appear * 13 LOZ_Link_Die * 14 LOZ_Link_Hurt * 15 LOZ_Secret * 16 LOZ_Stairs * 17 LOZ_Sword_Shoot * 18 LOZ_Sword_Slash */ public BlueCandle(Game1 game, IGameObject creator, States.Direction direction) { Game = game; Creator = creator; Position = Creator.Position; Direction = direction; Damage = 1; }
public static void TrapHitLink(Game1 game, ITrap trap, ILink link) { if (trap.CanDamage) { States.Direction knockbackDirection = DirectionResolution(trap, link); link.TakeDamage(knockbackDirection, trap.Damage); } trap.OnHit(); }
public Monster(MonsterSprite sprite, Vector2 spawn, string name, Game1 game) { Sprite = sprite; Name = name; Game = game; sprite.UpdatePosition(spawn); Position = spawn; Hitbox = new Rectangle((int)Position.X, (int)Position.Y, (int)Sprite.Size.X, (int)Sprite.Size.Y); State = States.MonsterState.Spawning; Direction = States.Direction.Up; }
public void PushBlock(States.Direction directionPushed) { if (directionPushed.Equals(MovableDirection) && MovableDistance != 0) { Sprite.UpdatePosition(Position); Position += MoveSpeed; MovableDistance -= 0.5f; } else if (MovableDistance == 0) { TriggerDoor = true; } }
public static void AttackHitMonster(IAttack attack, Monster monster) { if (attack.IsCreator(monster) && !attack.CanDamage) { attack.Sprite.Remove(); } else if (!attack.IsCreator(monster) && attack.CanDamage && monster.State != States.MonsterState.Damaged && monster.State != States.MonsterState.Dead) { States.Direction knockbackDirection = DirectionResolution(attack, monster); monster.TakeDamage(knockbackDirection, attack.Damage); attack.OnHit(); } }
public static void AttackHitLink(Game1 game, IAttack attack, ILink link) { if (!attack.IsCreator(link)) { if (attack.CanDamage) { States.Direction knockbackDirection = DirectionResolution(attack, link); link.TakeDamage(knockbackDirection, attack.Damage); attack.OnHit(); } } else if (attack.Sprite.Name.Equals("BoomerangEffect") || attack.Sprite.Name.Equals("ProjectileHit")) { attack.Sprite.Remove(); } }
public void ResetMovement(States.Direction direction) { int randomDirection = Game1.random.Next(0, 4); if (randomDirection == (int)direction) { randomDirection = Game1.random.Next(0, 4); } else { Self.Direction = (States.Direction)randomDirection; if (Self.State != States.MonsterState.Damaged) { Self.State = States.MonsterState.Moving; } SetPath(); } }
public void TakeDamage(States.Direction directionHit, int damage) { if (State != States.LinkState.Damaged) { HP -= damage; Game.hud.UpdateCurrentHealth(Game.Link.HP); if (HP < 1 && State != States.LinkState.Dead) { State = States.LinkState.Dead; StateMachine.DeadState(); } else if (State != States.LinkState.Damaged) { Sprite.ChangeSpriteAnimation("Damaged" + directionName); Direction = directionHit; State = States.LinkState.Damaged; } } }
public void TakeDamage(States.Direction directionHit, int damage) { CanDamage = false; if (State == States.MonsterState.Attacking || State == States.MonsterState.Moving || State == States.MonsterState.Idle) { HP -= damage; if (HP <= 0) { State = States.MonsterState.Dead; } else { Sprite.ChangeSpriteAnimation(Name + "Damaged"); Direction = directionHit; State = States.MonsterState.Damaged; } } }
static private States.Direction ParseDirection(string direction) { States.Direction dir = States.Direction.None; switch (direction) { case "Up": dir = States.Direction.Up; break; case "Down": dir = States.Direction.Down; break; case "Left": dir = States.Direction.Left; break; case "Right": dir = States.Direction.Right; break; } return(dir); }
public void ChangeDirection(States.Direction direction) { // Cannot move }
public void ChangeDirection(States.Direction direction) { // He is dead, don't you see }
public void TakeDamage(States.Direction directionHit, int damage) { // Cannot take damage in damaged state }
public static void LinkMoveBlock(ILink link, MovableBlock block) { States.Direction direction = DirectionResolution(block, link); block.PushBlock(direction); GetOffBlock(link, block.Hitbox); }
private ConcurrentBag <Passenger> GetAllPassengersOnCurrentFloorByDirection(int floorIndex, States.Direction direction) { lock (locker) { return(((IQueue)dispatcher.QueueManager).GetAllPassengersOnFloorByDirection(floorIndex, direction)); } }
public void TakeDamage(States.Direction directionHit, int damage) { RemoveDecorator(); decoratedLink.TakeDamage(directionHit, damage); }