super Enemy
redef fun loot do return 3
+
+ redef init(scene)
+ do
+ self.width = 3600
+ self.height = 3600
+ end
end
-# Simple shooter of paris of basic bullets
+# Simple shooter of pairs of basic bullets
class Enemy1
super Enemy
+ redef init(scene)
+ do
+ self.width = 4400
+ self.height = 4400
+ end
+
redef fun shoot
do
# Next shoot
class Enemy2
super Enemy
+ redef init(scene)
+ do
+ self.width = 6000
+ self.height = 6000
+ end
+
redef fun shoot
do
# Next shoot
redef fun loot do return 10
end
-# Enem that shoot rings of basic bullets
+# Enemy that shoot rings of basic bullets
class Enemy3
super Enemy
+ redef init(scene)
+ do
+ self.width = 5800
+ self.height = 5800
+ end
+
redef fun shoot
do
# Next shoot
# The angle of the turret
var angle: Float = 0.0
+ redef init(scene)
+ do
+ self.width = 4200
+ self.height = 4200
+ end
+
redef fun update
do
super
class EnemyKamikaze
super Enemy
+ redef init(scene)
+ do
+ self.width = 3200
+ self.height = 3200
+ end
+
redef fun update
do
super
init(scene)
do
super
- self.width = 128 * 100
- self.height = 100 * 100
+ self.width = 140 * 100
+ self.height = 96 * 100
self.x = scene.width / 2
self.y = -100 * 100
- self.left_part = new BossPart(self, -48*100)
- self.right_part = new BossPart(self, 48*100)
+ self.left_part = new BossPart(self, -66*100)
+ self.right_part = new BossPart(self, 66*100)
end
var flick_ttl: Int = 0
self.boss = boss
self.relx = relx
super(boss.scene)
- self.width = 32 * 100
- self.height = 60 * 100
+ self.width = 38 * 100
+ self.height = 48 * 100
# Alternate the shoots of the arms
if relx > 0 then