AIEnemyDocRope::AIEnemyDocRope()
{
	SetAttackRange(5*16);
	SetChaseRange(0);
//	ChangeState(AIS_ATTACK);
	time_star = 4.5;
	throw_star =0;
//	high_star = true;
//	low_star =false;
//	high_count=0;
	current_state = AIS_ATTACK;
	prev_state = AIS_ATTACK;
}
AIEnemyGMonster::AIEnemyGMonster()
{
	SetAttackRange(4*16);
	SetChaseRange(9);
	//ChangeState(AIS_PATROL);
	current_state = AIS_PATROL;
	ChangeAttackState(0);
	run_time = 4;
	run_timer = 4;
	wait_time = .25;
	wait_timer =.25;
	
}
示例#3
0
        Flame::Flame()
        {
                
                setTypeID(Boss_Flame);
                setCurrHealth(200);
                setMaxHealth(200);
                SetAttackRange(200);
                setAttackSpeed(0.25f);
                setAnchor(Vector2(1200,1200));
                setDefense(20);
                setSight(500);
                setLevel(6);

                setAllAnimationsArray();
                currentAnimation = allAnimations[Animation_East];
        }
示例#4
0
        Bruiser::Bruiser()
        {

                setTypeID(Boss_Bruiser);
                chargeDamage = 30;
                setCurrHealth(200);
                setMaxHealth(200);
                SetAttackRange(200);
                setAnchor(Vector2(1200,1200));
                setAttackSpeed(0.5f);
                setDefense(15);
                setSight(600);
                setLevel(5);

                setAllAnimationsArray();
                currentAnimation = allAnimations[Animation_East];
        }
示例#5
0
        Flame::Flame(Vector2 const &_position, Vector2 const &_velocity, int _ID, float _currHealth,
                        int _direction)
        {
                setTypeID(Boss_Flame);
                setCurrHealth(_currHealth);
                setMaxHealth(200);
                setPosition(_position);
                setVelocity(_velocity);
                setDirection(_direction);
                setID(_ID);
                SetAttackRange(200);
                setAttackSpeed(0.25f);
                setDefense(20);
                setSight(500);
                setLevel(6);

                setAnchor(Vector2(1200,1200));
                setAllAnimationsArray();
                currentAnimation = allAnimations[Animation_East];
        }
示例#6
0
        Bruiser::Bruiser(Vector2 const &_position, Vector2 const &_velocity, int _ID, float _currHealth,
                        int _direction)
        {
                setTypeID(Boss_Bruiser);
                chargeDamage = 30;
                setCurrHealth(_currHealth);
                setMaxHealth(200);
                setPosition(_position);
                setVelocity(_velocity);
                setDirection(_direction);
                setID(_ID);
                SetAttackRange(200);
                setAnchor(Vector2(1200,1200));
                setAttackSpeed(0.5f);
                setDefense(15);
                setSight(600);
                setLevel(5);

                setAllAnimationsArray();
                currentAnimation = allAnimations[Animation_East];
        }