Beispiel #1
0
 public override void Initialize()
 {
     m_boss = (EnemyList[0] as EnemyObj_LastBoss);
     foreach (var current in GameObjList)
     {
         if (current.Name == "fountain")
         {
             m_fountain = (current as ObjContainer);
         }
         if (current.Name == "stainglass")
         {
             current.Opacity = 0.5f;
         }
         if (current.Name == "door")
         {
             m_bossDoorSprite = (current as SpriteObj);
         }
     }
     foreach (var current2 in DoorList)
     {
         if (current2.Name == "FinalBossDoor")
         {
             m_bossDoor        = current2;
             m_bossDoor.Locked = true;
             break;
         }
     }
     base.Initialize();
 }
Beispiel #2
0
 public override void PassInData(List <object> objList)
 {
     m_lastBoss       = (objList[0] as EnemyObj_LastBoss);
     m_bossKneesSound = new FrameSoundObj(m_lastBoss, 3, "FinalBoss_St2_Deathsceen_Knees");
     m_bossFallSound  = new FrameSoundObj(m_lastBoss, 13, "FinalBoss_St2_Deathsceen_Fall");
     base.PassInData(objList);
 }
Beispiel #3
0
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         Console.WriteLine("Disposing Game Over Boss Screen");
         m_lastBoss = null;
         m_dialoguePlate.Dispose();
         m_dialoguePlate = null;
         m_continueText.Dispose();
         m_continueText = null;
         m_playerGhost.Dispose();
         m_playerGhost = null;
         m_spotlight.Dispose();
         m_spotlight = null;
         m_bossFallSound.Dispose();
         m_bossFallSound = null;
         m_bossKneesSound.Dispose();
         m_bossKneesSound = null;
         m_playerFrame.Dispose();
         m_playerFrame = null;
         m_king.Dispose();
         m_king = null;
         base.Dispose();
     }
 }
Beispiel #4
0
 public override void Initialize()
 {
     m_boss             = (EnemyList[0] as EnemyObj_LastBoss);
     m_boss.SaveToFile  = false;
     m_boss2            = (EnemyList[1] as EnemyObj_LastBoss);
     m_boss2.SaveToFile = false;
     base.Initialize();
 }
Beispiel #5
0
 public override void Dispose()
 {
     if (!IsDisposed)
     {
         m_fountain = null;
         m_boss     = null;
         base.Dispose();
     }
 }
Beispiel #6
0
        public static EnemyObj BuildEnemy(int enemyType, PlayerObj player, PhysicsManager physicsManager,
                                          ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty, bool doNotInitialize = false)
        {
            EnemyObj enemyObj = null;

            switch (enemyType)
            {
            case 1:
                enemyObj = new EnemyObj_BallAndChain(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 2:
                enemyObj = new EnemyObj_Blob(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 3:
                enemyObj = new EnemyObj_BouncySpike(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 4:
                enemyObj = new EnemyObj_Eagle(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 5:
                enemyObj = new EnemyObj_EarthWizard(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 6:
                enemyObj = new EnemyObj_Eyeball(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 7:
                enemyObj = new EnemyObj_Fairy(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 8:
                enemyObj = new EnemyObj_Fireball(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 9:
                enemyObj = new EnemyObj_FireWizard(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 10:
                enemyObj = new EnemyObj_Horse(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 11:
                enemyObj = new EnemyObj_IceWizard(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 12:
                enemyObj = new EnemyObj_Knight(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 13:
                enemyObj = new EnemyObj_Ninja(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 14:
                enemyObj = new EnemyObj_ShieldKnight(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 15:
                enemyObj = new EnemyObj_Skeleton(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 16:
                enemyObj = new EnemyObj_SwordKnight(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 17:
                enemyObj = new EnemyObj_Turret(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 18:
                enemyObj = new EnemyObj_Wall(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 19:
                enemyObj = new EnemyObj_Wolf(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 20:
                enemyObj = new EnemyObj_Zombie(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 21:
                enemyObj = new EnemyObj_SpikeTrap(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 22:
                enemyObj = new EnemyObj_Plant(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 23:
                enemyObj = new EnemyObj_Energon(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 24:
                enemyObj = new EnemyObj_Spark(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 25:
                enemyObj = new EnemyObj_SkeletonArcher(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 26:
                enemyObj = new EnemyObj_Chicken(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 27:
                enemyObj = new EnemyObj_Platform(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 28:
                enemyObj = new EnemyObj_HomingTurret(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 29:
                enemyObj = new EnemyObj_LastBoss(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 30:
                enemyObj = new EnemyObj_Dummy(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 31:
                enemyObj = new EnemyObj_Starburst(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 32:
                enemyObj = new EnemyObj_Portrait(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 33:
                enemyObj = new EnemyObj_Mimic(player, physicsManager, levelToAttachTo, difficulty);
                break;
            }
            if (player == null && !doNotInitialize)
            {
                enemyObj.Initialize();
            }
            return(enemyObj);
        }