protected float Rand(float min, float max) { return(MathFunctions.Rand(min, max)); }
public override void Update() { frame++; frame2++; if (frame == 20) { while (Loop(10)) { CreateBulletA(position.X, position.Y, "Green", 12, false, 44); SetBulletDataA(0, 2, MathFunctions.Rand(0.1f, 0.15f), 3, angle2, 0, "Green", 12, false); SetBulletDataA(50, 3, -MathFunctions.Rand(0.01f, 0.015f), 1.5f, angle2, 0.3f, "Green", 12, false); SetBulletDataA(150, true, 0, 0, true, 0, "Green", 12, false); Shoot(); CreateBulletA(position.X, position.Y, "Cyan", 12, false, 44); SetBulletDataA(0, 2, MathFunctions.Rand(0.1f, 0.15f), 3, -angle2, 0, "Cyan", 12, false); SetBulletDataA(50, 3, -MathFunctions.Rand(0.01f, 0.015f), 1.5f, -angle2, -0.3f, "Cyan", 12, false); SetBulletDataA(150, true, 0, 0, true, 0, "Green", 12, false); Shoot(); angle2 += 360f / 10f; } angle2 += 22.12f; frame = 11; } if (frame2 == 120) { while (Loop(20)) { CreateBulletA(position.X, position.Y, "Lime", 3, false, 20); SetBulletDataA(0, 8, -0.1f, 1.5f, AngleToPlayer() + angle, 0, "Lime", 3, false); Shoot(); angle += 360 / 20; } frame2 = 40; } if (frame == 30) { posX = (432 / 2) + (MathFunctions.Rand(0, 200) * posMod); posY = MathFunctions.Rand(30, 150); //CreateLaser01(posX, posY, 6, MathFunctions.getAngleTo(new Vector2(posX, posY), new Vector2(playerX(), playerY())), 200, 10, "Red", 12, false); while (Loop(120)) { CreateBullet01(posX, posY, 1.4f + speedMod, MathFunctions.getAngleTo(new Vector2(posX, posY), new Vector2(playerX(), playerY())) + angle + 360f / 240f, "Purple", 11, false, 4); angle += 360f / 120f * angleMod; speedMod += 0.2f; if (speedMod >= 1) { speedMod = 0; } } posMod *= -1; angleMod *= -1; frame = -20; if (frame == 30) { } } if (frame2 == 600) { MoveTo2(0, 140, 0.2f); } if (frame2 == 1200) { MoveTo2(432, 140, 0.2f); frame2 = 0; } base.Update(); }