示例#1
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        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;
            }
        }
示例#2
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 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;
 }
示例#3
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 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;
 }
示例#4
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 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;
 }
示例#5
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 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>();
 }
示例#6
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 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;
 }
示例#7
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 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;
 }
示例#8
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 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>();
 }
示例#9
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        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>();
        }
示例#10
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 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;
 }
示例#11
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        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;
        }
示例#12
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 /// <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)
 {
 }
示例#13
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 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);
 }
示例#14
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 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;
 }
示例#15
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 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;
 }
示例#16
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文件: Unit.cs 项目: fanthos/Game-Heal
 //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;
     }
 }
示例#17
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文件: NPC.cs 项目: fanthos/Game-Heal
 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)
 {
 }
示例#18
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文件: Unit.cs 项目: fanthos/Game-Heal
        //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);
        }
示例#19
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 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;
 }
示例#20
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 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)
 {
 }