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- Rebalanced Penguin RNG again.
- Changed sprite rendering priority system to render first to last again instead doing it in reverse order. Sprite class now have a property named Priority which indicates its rendering priority in its containing layer, lower values indicates lower priority and therefore will be rendered first, while high values indicate higher priority, rendering last and thus displaying ahead of lower priority sprites. New methods named BringToFront and SendToBack has been added to Sprite class to, these methods can be called to make sprite with highest or lowest priority, respectively. - Baed on the update above, an update was needed in the class AxeMaxTrunk to keep it rendering always with lower priority.
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48 files changed

+474
-52
lines changed
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namespace XSharp.Engine.Entities.Enemies.Amenhopper;
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public class Amenhopper : Enemy
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{
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}

XSharp/Engine/Entities/Enemies/AxeMax/AxeMaxTrunk.cs

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@@ -145,6 +145,8 @@ protected override void OnSpawn()
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AutoAdjustOnTheFloor = false;
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CollisionData = CollisionData.SOLID;
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148+
SendToBack();
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if (TrunkBase.FirstRegenerating)
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{
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State = AxeMaxTrunkState.IDLE;
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namespace XSharp.Engine.Entities.Enemies;
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public class BallDeVoux : Enemy
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{
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}
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namespace XSharp.Engine.Entities.Enemies;
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public class BattonM501 : Enemy
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{
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}
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namespace XSharp.Engine.Entities.Enemies.Bosses.ArmoredArmadillo;
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public class ArmoredArmadillo : Boss
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{
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}
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namespace XSharp.Engine.Entities.Enemies.Bosses.BoomerKuwanger;
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public class BoomerKuwanger : Boss
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{
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}
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namespace XSharp.Engine.Entities.Enemies.Bosses.Bosspider;
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public class Bosspider : Boss
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{
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}
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namespace XSharp.Engine.Entities.Enemies.Bosses.Bosspider;
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public class Petitpider : Enemy
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{
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}

XSharp/Engine/Entities/Enemies/Bosses/ChillPenguin/ChillPenguin.cs

Lines changed: 28 additions & 20 deletions
Original file line numberDiff line numberDiff line change
@@ -553,19 +553,19 @@ private void OnIdle(EntityState state, long frameCounter)
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{
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switch (value)
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{
556-
case >= 0 and < 2:
556+
case >= 0 and < 4:
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State = ChillPenguinState.SLIDING;
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break;
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560-
case >= 2 and < 4:
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case >= 4 and < 8:
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State = ChillPenguinState.SHOOTING_ICE;
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break;
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564-
case >= 4 and < 6:
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case >= 8 and < 10:
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State = ChillPenguinState.JUMPING;
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break;
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568-
case >= 6 and < 12:
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case >= 10 and < 12:
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if (AtLeastOneSculpturesAlive())
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State = ChillPenguinState.HANGING;
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else
@@ -592,19 +592,19 @@ private void OnIdle(EntityState state, long frameCounter)
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{
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switch (value)
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{
595-
case >= 0 and < 2:
595+
case >= 0 and < 4:
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State = ChillPenguinState.SLIDING;
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break;
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599-
case >= 2 and < 4:
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case >= 4 and < 6:
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State = ChillPenguinState.SHOOTING_ICE;
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break;
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603-
case >= 4 and < 6:
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case >= 6 and < 10:
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State = ChillPenguinState.JUMPING;
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break;
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607-
case >= 6 and < 14:
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case >= 10 and < 14:
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if (AtLeastOneSculpturesAlive())
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State = ChillPenguinState.HANGING;
610610
else
@@ -639,11 +639,11 @@ private void OnIdle(EntityState state, long frameCounter)
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State = ChillPenguinState.SHOOTING_ICE;
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break;
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642-
case >= 6 and < 8:
642+
case >= 6 and < 10:
643643
State = ChillPenguinState.JUMPING;
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break;
645645

646-
case >= 8 and < 12:
646+
case >= 10 and < 12:
647647
if (AtLeastOneSculpturesAlive())
648648
State = ChillPenguinState.HANGING;
649649
else
@@ -674,11 +674,11 @@ private void OnIdle(EntityState state, long frameCounter)
674674
State = ChillPenguinState.SLIDING;
675675
break;
676676

677-
case >= 4 and < 6:
677+
case >= 4 and < 8:
678678
State = ChillPenguinState.SHOOTING_ICE;
679679
break;
680680

681-
case >= 6 and < 12:
681+
case >= 8 and < 12:
682682
if (AtLeastOneSculpturesAlive())
683683
State = ChillPenguinState.HANGING;
684684
else
@@ -713,7 +713,11 @@ private void OnIdle(EntityState state, long frameCounter)
713713
State = ChillPenguinState.SHOOTING_ICE;
714714
break;
715715

716-
case >= 6 and < 12:
716+
case >= 6 and < 10:
717+
State = ChillPenguinState.JUMPING;
718+
break;
719+
720+
case >= 10 and < 12:
717721
if (AtLeastOneSculpturesAlive())
718722
State = ChillPenguinState.HANGING;
719723
else
@@ -741,15 +745,19 @@ private void OnIdle(EntityState state, long frameCounter)
741745
{
742746
switch (value)
743747
{
744-
case >= 0 and < 2:
748+
case >= 0 and < 4:
745749
State = ChillPenguinState.SLIDING;
746750
break;
747751

748-
case >= 2 and < 6:
752+
case >= 4 and < 8:
749753
State = ChillPenguinState.SHOOTING_ICE;
750754
break;
751755

752-
case >= 6 and < 12:
756+
case >= 8 and < 10:
757+
State = ChillPenguinState.JUMPING;
758+
break;
759+
760+
case >= 10 and < 12:
753761
if (AtLeastOneSculpturesAlive())
754762
State = ChillPenguinState.HANGING;
755763
else
@@ -776,19 +784,19 @@ private void OnIdle(EntityState state, long frameCounter)
776784
{
777785
switch (value)
778786
{
779-
case >= 0 and < 2:
787+
case >= 0 and < 4:
780788
State = ChillPenguinState.SLIDING;
781789
break;
782790

783-
case >= 2 and < 4:
791+
case >= 4 and < 8:
784792
State = ChillPenguinState.SHOOTING_ICE;
785793
break;
786794

787-
case >= 4 and < 8:
795+
case >= 8 and < 10:
788796
State = ChillPenguinState.JUMPING;
789797
break;
790798

791-
case >= 8 and < 12:
799+
case >= 10 and < 12:
792800
if (AtLeastOneSculpturesAlive())
793801
State = ChillPenguinState.HANGING;
794802
else
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namespace XSharp.Engine.Entities.Enemies.Bosses.DRex;
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3+
public class DRex : Boss
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{
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}

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