flameskull move add

This commit is contained in:
N4K 2023-08-18 17:29:16 +03:00
parent 9b2a57cd85
commit 1dfb23266b
2 changed files with 49 additions and 12 deletions

View file

@ -13,14 +13,29 @@ namespace DangerousD.GameCore.GameObjects.LivingEntities.Monsters
public class FlameSkull : CoreEnemy
{
private bool isAttack;
protected Vector2 startPosition;
protected Vector2[] positions = { new Vector2(-25, 242), new Vector2(-25, 332), new Vector2(582, 332), new Vector2(-25, 332),
new Vector2(-25, 444), new Vector2(581, 444), new Vector2(-25, 444), new Vector2(-25, 242), new Vector2(-25, 242),
new Vector2(-25, 242), new Vector2(-25, 149), new Vector2(-25, 149) };
protected int i;
public FlameSkull(Vector2 position) : base(position)
public FlameSkull(Vector2 position) : base(position)
{
//581 149 stairs 4 [7]
//-25 149 verv 4 [6]
//-25 242 spawn 3 [5]
//-25 242 verv 3 [4]
//-25 332 verv 2 [3]
//582 332 stairs 2 [2]
//-25 444 verv 1 [1]
//581 444 stairs 1 [0]
i = 0;
Width = 62;
Height = 40;
monster_speed = 0.25f;
monster_speed = 1;
name = "Skull";
acceleration = Vector2.Zero;
startPosition = new Vector2();
}
protected override GraphicsComponent GraphicsComponent { get; } = new(new List<string> { "FlameSkullMoveRight" , "FlameSkullMoveLeft"}, "FlameSkullMoveRight");
@ -63,6 +78,38 @@ namespace DangerousD.GameCore.GameObjects.LivingEntities.Monsters
}
velocity.X = -monster_speed;
}
if (i%2 == 0)
{
if (Pos.X > positions[i].X)
{
isGoRight = false;
}
else if (Pos.X < positions[i].X)
{
isGoRight = true;
}
else if (Pos.X == positions[i].X)
{
i++;
velocity.X = 0;
}
}
else
{
if (Pos.Y > positions[i].Y)
{
_pos.Y -= monster_speed;
}
else if (Pos.Y < positions[i].Y)
{
_pos.Y += monster_speed;
}
else if (Pos.Y == positions[i].Y)
{
i++;
}
}
}
public override void Attack(GameTime gameTime)
@ -72,10 +119,7 @@ namespace DangerousD.GameCore.GameObjects.LivingEntities.Monsters
public override void Target()
{
if (true)
{
}
}
}
}

View file

@ -200,14 +200,7 @@ namespace DangerousD.GameCore
case GameState.Lobby:
break;
case GameState.Game:
<<<<<<< HEAD
GameManager.mapManager.LoadLevel("map");
=======
GameManager.mapManager.LoadLevel("lvl");
>>>>>>> main
GameManager.FindBorders();
break;