public Boss(DnK game) : base(game) { MoverManager = new MoverManager(Game); GameManager.GameDifficulty = Config.GameDifficultyDelegate; DefeatNumber = 0; _speed = 1f; }
public BossCore( DnK gameRef, Entity parent, PositionDelegate playerPositionDelegate, MoverManager moverManager, List<BulletPattern> bulletPatterns, float initialHp = 100f) : base(gameRef) { _parent = parent; _hp = initialHp; _activated = false; _playerPositionDelegate = playerPositionDelegate; _moverManager = moverManager; _bulletPatterns = bulletPatterns; }
public Boss(DnK gameRef, List<Player> players, int iteration = 50, float step = 25) { _gameRef = gameRef; _defeatCounter = 0; MoverManager = new MoverManager(gameRef); GameManager.GameDifficulty = Config.GameDifficultyDelegate; _players = players; _iteration = iteration; _step = step; _previousBossPart = null; _parts = new List<BossPart>(); _currentPartIndex = 0; int targetPlayerId = _gameRef.Rand.Next(0, _players.Count); MoverManager.Initialize(_players[targetPlayerId].GetPosition); }
public Turret( DnK gameRef, Entity parent, Entity target, MoverManager moverManager, Vector2 initialPosition, BulletPattern pattern, Color color) : base(gameRef) { _initialPosition = initialPosition; X = InitialPosition.X; Y = InitialPosition.Y; _parent = parent; _target = target; _moverManager = moverManager; _pattern = pattern; _timer = new TimeSpan(0, 0, (int)(GameRef.Rand.NextDouble() * 30)); _color = color; Scale = new Vector2(0.5f, 0.5f); }
public BossPart( DnK gameRef, Boss bossRef, List<Player> playerList, MoverManager moverManager, List<BulletPattern> bulletPatterns, Color color, float initialHealth, int iteration = 50, float step = 25, List<Turret> turrets = null, PolygonShape polygonShape = null, bool mainPart = false) : base(gameRef) { _bossRef = bossRef; _mainPart = mainPart; _players = playerList; _moverManager = moverManager; _bulletPatterns = bulletPatterns ?? new List<BulletPattern>(); _health = initialHealth; _displayHp = false; _color = color; _iteration = iteration; _step = step; _accelerationDecreaseFactor = 0.00075f; _turrets = turrets ?? new List<Turret>(); _polygonShape = polygonShape; _collisionBoxesHp = new Dictionary<CollisionConvexPolygon, float>(); _targetPosition = Vector2.Zero; _targetAngle = 0f; }
public override void Initialize() { _backgroundMainRectangle = new Rectangle(0, 0, Config.GameArea.X, Config.GameArea.Y); // Bullet manager _moverManager = new MoverManager((DnK)Game); GameManager.GameDifficulty = Config.GameDifficultyDelegate; base.Initialize(); _defaultView = GraphicsDevice.Viewport; // First player _player = new Player(GameRef, _defaultView, 1, Config.PlayersController[0], new Vector2(Config.GameArea.X / 2f, Config.GameArea.Y - 150)); _player.Initialize(); _moverManager.Initialize(_player.GetPosition); _moverManager.movers.Clear(); AddBullet(true); // Watch the bullet pattern file _watcher = new FileSystemWatcher { Path = _patternDirectory, NotifyFilter = NotifyFilters.LastWrite, Filter = _patternFileName }; // Add event handler _watcher.Changed += OnChanged; // Begin watching _watcher.EnableRaisingEvents = true; }