this.movingVelocity = 130;
this.max_HP = 40;
this.HP = this.max_HP;
+ this.isWeaponed = true;
stage.addStageObject(this);
}.extend(EnemyCharacterClass, {
className: "EnemyCharacterClass_Bear",
+fire: function()
+ {
+ if(this.lastFireTick < this.ownerStage.manager.tickCount - this.fireTickInterval){
+ var f = new FireObjectClass(this.ownerStage, [["bullets2.png"]]);
+ f.maxBoundCount = 1;
+ f.size.x = 40;
+ f.size.y = 40;
+ f.fire(this);
+ f.movingVelocity= 10;
+ f.antigravity=-200;
+ this.fireTickInterval= 100;
+ this.lastFireTick = this.ownerStage.manager.tickCount;
+ }
+ },
});
var EnemyCharacterClass_Farmer = function(stage, args){
- EnemyCharacterClass_Farmer.base.apply(this, [stage, [["farmer1.png","farmer2.png","farmer3.png","farmer4.png","farmeraim.png","farmerfire.png","farmercooldown.png","farmerrelord.png","farmerfire.png","farmercooldown.png","farmerrelord.png","farmerfire.png","farmercooldown.png","farmerrelord.png","farmerfire.png","farmercooldown.png","farmerfire.png","farmer3.png","farmer2.png",]]]);
+ EnemyCharacterClass_Farmer.base.apply(this, [stage, [["farmer1.png","farmer2.png","farmer3.png","farmer4.png","farmeraim.png","farmerfire.png","farmercooldown.png","farmerrelord.png","farmerfire.png","farmercooldown.png","farmerrelord.png","farmer3.png","farmer2.png",]]]);
this.size.x = 50;
this.size.y= 100;
this.chasingRange = 600;
this.movingVelocity = 100;
- this.max_HP = 150;
+ this.max_HP = 100;
this.HP = this.max_HP;
this.touchDamage = 30;
+ this.isWeaponed = true;
stage.addStageObject(this);
}.extend(EnemyCharacterClass, {
className: "EnemyCharacterClass_Farmer",
+fire: function()
+ {
+ if(this.lastFireTick < this.ownerStage.manager.tickCount - this.fireTickInterval){
+ var f = new FireObjectClass(this.ownerStage, [["bullet.png"]]);
+ f.maxBoundCount = 1;
+ f.size.x = 10;
+ f.size.y = 10;
+ fireTickInterval= 30
+ //f.fire(this,192,96);
+ f.fire(this,32,50);
+ this.lastFireTick = this.ownerStage.manager.tickCount;
+ }
+ },
});