public List <ItemEntry> GetItems(EnemyType type, bool isHero, int level) { string xpath = ""; if (!isHero) { xpath = "/enemy/normal/level[" + level + "]"; } else { xpath = "/enemy/hero/" + type.ToString(); } XmlElement node = (XmlElement)xmlDoc.SelectSingleNode(xpath); if (node == null) { Debug.Log("On EnemyLootReader: " + type.ToString() + " not found"); return(null); } XmlNodeList itemnodes = node.SelectNodes("item"); List <ItemEntry> items = new List <ItemEntry>(); for (int i = 0; i < itemnodes.Count; i++) { ItemEntry itemEntry = new ItemEntry(); XmlElement itemnode = (XmlElement)itemnodes[i]; itemEntry.primaryType = GameEventHelper.getItemPrimaryTypeFromString(itemnode["type"].InnerXml); itemEntry.itemType = GameEventHelper.getItemTypeFromString(itemEntry.primaryType, itemnode["typeEnum"].InnerXml); itemEntry.number = int.Parse(itemnode["number"].InnerXml); itemEntry.posibility = int.Parse(itemnode["posibility"].InnerXml); items.Add(itemEntry); } return(items); }
public void UpdateDeadPanel(EnemyType enemyType) { if (gameManager == null) { gameManager = FindObjectOfType <GameManager>(); } characterReader = gameManager.characterReader; skilldata = characterReader.GetEnemySkillUI(enemyType.ToString()); data = characterReader.GetEnemyData(gameManager.enemyManager.getEnemyLevel(enemyType), enemyType.ToString()); txtname.text = enemyType.ToString(); txtdata1.text = gameManager.enemyManager.getEnemyLevel(enemyType) + "\n" + data.HP + "\n" + data.attack + "\n" + data.defense; txtdata2.text = data.dexterity + "\n" + data.magicAttack + "\n" + data.magicDefense + "\n" + data.attackRange; string skilltext = ""; for (int i = 0; i < skilldata.Count; i++) { var strb = new System.Text.StringBuilder(skilldata[i].description); for (int j = 0; skilldata[i].description.Length - letterPerLine * j > letterPerLine; j++) { strb.Insert((7 + letterPerLine) * j + letterPerLine, "\n\u3000\u3000\u3000\u3000\u3000\u3000"); } skilldata[i].description = strb.ToString(); skilltext += skilldata[i].name.PadRight(6, '\u3000') + skilldata[i].description + "\n"; } skill.text = "<size=22>" + skilltext + "</size>"; }
public static Entity MakeEnemy(EnemyType enemyType, Vector2 position) { // Setup the base enemy entity var enemyEntity = new Entity("enemy"); // TODO: ("enemy-" + enemy.ToString()); ? enemyEntity.tag = (int)Tag.Enemy; enemyEntity.position = position; enemyEntity.addComponent(new Mover()); // Update these values to plug into default components int hpValue = 0, strValue = 0, defValue = 0; string texturePath = "Graphics\\"; // Enemy-unique setup switch (enemyType) { case EnemyType.Base: // TODO: Figure out what to do with this break; case EnemyType.Goomba: hpValue = 47; texturePath += "Bomb"; break; case EnemyType.Bat: hpValue = 30; texturePath += "Bat"; // ent.addComponent(new FlyingComponent()); break; default: Debug.error("EnemyType not yet set up: {0}", enemyType.ToString()); return(null); } // Health Component if (hpValue <= 0 || strValue <= 0 || defValue <= 0) { Debug.warn("Not all enemy stat values not set for type {0}", enemyType.ToString()); } enemyEntity.addComponent(new CombatStats(hpValue, strValue, defValue)); // Sprite Component if (String.Equals(texturePath, "Graphics\\")) { Debug.warn("Enemy texture path not set for type {0]", enemyType.ToString()); texturePath += "DefaultEnemyGraphic"; } Texture2D enemyTexture = Core.content.Load <Texture2D>(texturePath); enemyEntity.addComponent(new Sprite(enemyTexture)); // Temporary addition(s) enemyEntity.addComponent(new PlayerMovementComponent()); enemyEntity.addComponent(new CircleCollider()); return(enemyEntity); }
//For adding an enemy to a battle public void AddEnemy(EnemyType enemy) { //set index to be the length int index = _inBattle.Count; //Check if any enemies were killed, if so rest the index for (int i = 1; i < _inBattle.Count; i++) { if (_inBattle[i] == null) { index = i; break; } } if (index >= 5) { index = ReplaceWeakerEnemies(); } Debug.Log("Index: " + index); Debug.Log("add enemy of type: " + enemy.ToString()); //Instasiate the enmy of Type GameObject newE = Instantiate(Resources.Load("Enemies/" + enemy.ToString(), typeof(GameObject)) as GameObject, enemyPlacement[index], Quaternion.identity); if (index < _inBattle.Count) { if (_inBattle[index] != null) { Destroy(_inBattle[index].gameObject); } _inBattle[index] = newE; enemyList[index] = enemy; } else { _inBattle.Add(newE); enemyList.Add(enemy); _stats.enemyHealth.Add(0); } //Set enemy health _stats.enemyHealth[index] = newE.GetComponent <EnemyCombatBehaviour>().GetStartingHealth(); enemyHealthBars[index].gameObject.SetActive(true); enemyHealthBars[index].value = 1; newE.GetComponent <EnemyCombatBehaviour>().healthSlider = enemyHealthBars[index]; //Parent enemy newE.transform.parent = _enemyParent.transform; _battleEnd = _inBattle.Count - 1; _battleStart = 0; }
public InitEnemyCount getSubWavelet() { InitEnemyCount enemies = new InitEnemyCount(); enemies.name = currentEnemyType.ToString(); enemies.c = count; enemies.p = path; return(enemies); }
public void Activate(Vector3 startPosition) { this.gameObject.name = $"{_enemyType.ToString()} - Active"; this.transform.position = startPosition; _isAtCastle = false; _attackCooldown = 0f; _currentHealth = _maxHealth; IsActive = true; this.gameObject.SetActive(true); }
public static Sprite getInfoButtonSprite(EnemyType type) { //unfortunately this has to be a separate image from what's actually used for the enemy prefab. Sprite s = Get.getSprite("GUI/Enemies/" + type.ToString() + "_info_button"); if (s == null) { Debug.LogError("EnemyStore could not find an info button sprite for " + type.ToString() + "\n"); return(Get.getSprite("GUI/Enemies/hint_info_button")); } return(s); }
public static Sprite getEnemySprite(EnemyType type) { //unfortunately this has to be a separate image from what's actually used for the enemy prefab. Sprite s = Get.getSprite("GUI/Enemies/" + type.ToString()); if (s != null) { return(s); } Debug.LogError("EnemyStore could not find a sprite for " + type.ToString() + "\n"); return(Get.getSprite("GUI/Enemies/Soldier")); }
public bool InitEnemyData(ref Enemy enemy, int level, EnemyType type) { if (enemy == null) { return(false); } CharacterData data = GetEnemyData(level, type.ToString()); enemy.InitializeEnemy(type, type.ToString(), level, data.skillcounts, data.attack, data.magicAttack, data.defense, data.magicDefense, data.HP, data.dexterity, data.attackRange, data.dropsoul); return(true); }
public static EnemyPiece Spawn(int _posX, int _posY, int _health, GridType _movementType, EnemyType _unitType) { EnemyPiece curPiece = null; for (int i = 0; i < enemyPool.Count; i++) { if (enemyPool[i].IsAlive == false) { curPiece = enemyPool[i]; curPiece.mbIsAlive = true; curPiece.mSpriteRen.enabled = true; curPiece.mnPosX = _posX; curPiece.mnPosY = _posY; curPiece.mnHealth = _health; curPiece.SetMovementType(_movementType); curPiece.SetUnitType(_unitType); int spriteIndex = Array.IndexOf(enemySpriteNames, _unitType.ToString() + "_" + _movementType.ToString()); curPiece.mSpriteRen.sprite = enemySprites[spriteIndex]; DungeonManager.Instance.PlaceEnemy(curPiece, _posX, _posY); curPiece.transform.position = DungeonManager.Instance.GridPosToWorldPos(_posX, _posY); break; } } if (curPiece == null) { GameObject newEnemyPiece = (GameObject)Instantiate(GameManager.Instance.EnemyPrefab); curPiece = newEnemyPiece.GetComponent <EnemyPiece>(); curPiece.mbIsAlive = true; curPiece.mSpriteRen.enabled = true; curPiece.mnPosX = _posX; curPiece.mnPosY = _posY; curPiece.mnHealth = _health; curPiece.SetMovementType(_movementType); curPiece.SetUnitType(_unitType); int spriteIndex = Array.IndexOf(enemySpriteNames, _unitType.ToString() + "_" + _movementType.ToString()); curPiece.mSpriteRen.sprite = enemySprites[spriteIndex]; DungeonManager.Instance.PlaceEnemy(curPiece, _posX, _posY); curPiece.transform.position = DungeonManager.Instance.GridPosToWorldPos(_posX, _posY); } GameManager.Instance.EnemyList.Add(curPiece); return(curPiece); }
protected override void LoadContent() { if (enemyType.ToString() == "slime" || enemyType.ToString() == "snail") { for (int i = 0; i < MAX_FRAME; i++) { textures.Add(Game.Content.Load <Texture2D>($"Enemy\\{enemyType.ToString()}Walk{i + 1}")); } } else if (enemyType.ToString() == "fly") { for (int i = 0; i < MAX_FRAME; i++) { textures.Add(Game.Content.Load <Texture2D>($"Enemy\\{enemyType.ToString()}Fly{i + 1}")); } } else if (enemyType.ToString() == "fish") { for (int i = 0; i < MAX_FRAME; i++) { textures.Add(Game.Content.Load <Texture2D>($"Enemy\\{enemyType.ToString()}Swim{i + 1}")); } } else { for (int i = 0; i < MAX_FRAME; i++) { textures.Add(Game.Content.Load <Texture2D>($"Enemy\\{enemyType.ToString()}{i + 1}")); } } bombSound = Game.Content.Load <SoundEffect>("8bit_bomb_explosion"); impactSound = Game.Content.Load <SoundEffect>("sfx_sounds_impact1"); base.LoadContent(); }
public bool GetEnemyData(EnemyType index, out EnemyStruct enemyData) { if (enemyList.TryGetValue((int)index, out enemyData) == false) { Debug.LogWarning("not existed Data: " + index.ToString()); return false; } return true; }
public void UpdateAdventurer() { type = adventurerPage.adventurerList[adventurerPage.currentid]; string name = type.ToString(); skilldata = characterReader.GetEnemySkillUI(name); description = characterReader.GetCharacterDescription(PawnType.Enemy, name); txtname.text = name; string skilltext = ""; for (int i = 0; i < skilldata.Count; i++) { var strb = new System.Text.StringBuilder(skilldata[i].description); for (int j = 0; skilldata[i].description.Length - 18 * j > 18; j++) { strb.Insert(25 * j + 18, "\n\u3000\u3000\u3000\u3000\u3000\u3000"); } skilldata[i].description = strb.ToString(); skilltext += skilldata[i].name.PadRight(6, '\u3000') + skilldata[i].description + "\n"; } skill.text = skilltext; story.text = description.story; race.text = description.race; desc.text = description.description; if ((sprite = Resources.Load("Image/character/" + name, typeof(Sprite)) as Sprite) != null) { image.sprite = sprite; } }
public void AssignStats() { if (gameObject.CompareTag(CurrentEnemyType.ToString())) { if (CurrentEnemyType == EnemyType.Enemy1) { MaxHp = 50; Hp = MaxHp; Debug.Log(Hp); } // instead of doing separated if blocks, you need to do if else for less code execution else if (CurrentEnemyType == EnemyType.Boss) { MaxHp = 500; Hp = MaxHp; Debug.Log(Hp); } /* * More simplified way instead of the if else, if you assume that all your enemies except the boss have 50 hp. * MaxHp = CurrentEnemyType == EnemyType.Boss ? 500 : 50; * Hp = MaxHp; * Debug.Log(Hp); */ } }
public void CreateNewEnemy(EnemyType newbornType, Vector2 fatherPos) { needInstantiate = true; CurrentEnemysAlive++; for (i = 0; i < enemiesPools[(int)newbornType].Count; i++) { if (enemiesPools[(int)newbornType][i].activeInHierarchy == false) { enemiesPools[(int)newbornType][i].transform.position = fatherPos; enemiesPools[(int)newbornType][i].transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360)); enemiesPools[(int)newbornType][i].SetActive(true); needInstantiate = false; break; } } if (needInstantiate) { GameObject newborn = Instantiate(enemiesPrefabs[(int)newbornType]) as GameObject; newborn.transform.position = fatherPos; newborn.transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360)); newborn.transform.SetParent(enemyPoolParty); newborn.name = newbornType.ToString(); enemiesPools[(int)newbornType].Add(newborn); } }
private void Start() { spells = GetComponent <CharacterAttacks>(); if (enemyType.ToString() == "flying") { moving = true; } target = Player.instance.transform; combat = GetComponent <CharacterCombat>(); characterStats = GetComponent <CharacterStats>(); startPos = transform.position; }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("PlayerBullet")) { DoDeathExplosion(); Sleep(); Destroy(collision.gameObject); Destroy(gameObject); float dist = Vector2.Distance(playerController.GetLeftClickPlayerPos(), gameObject.transform.position); gm.EnemyKilled_AddOrRemoveRep(dist, myEnemyType.ToString()); //Debug.Log("Player has killed : " + myEnemyType.ToString()); } if (collision.gameObject.CompareTag("Player")) { Destroy(gameObject); playerStats.HurtPlayer(); player.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); // maybe send an knockback to the player? // Maybe make the player invinable } }
public GameObject SpawnEnemyFromPool(EnemyType enemyType, Vector3 position, Quaternion rotation) { if (!m_EnemyPoolDictionary.ContainsKey(enemyType)) { Debug.LogWarning("Pool of " + enemyType + " dosen't exist."); return(null); } if (m_EnemyPoolDictionary[enemyType].Count == 0) { Debug.LogError(enemyType.ToString() + " pool is empty!"); return(null); } GameObject objectToSpawn = m_EnemyPoolDictionary[enemyType].Dequeue(); objectToSpawn.transform.position = position; objectToSpawn.transform.rotation = rotation; objectToSpawn.SetActive(true); PoolTracker poolTracker = AddPoolTrackerComponent(objectToSpawn, PoolType.EnemyType); poolTracker.EnemyType = enemyType; m_TrackedObject.Enqueue(poolTracker); return(objectToSpawn); }
public override void Excute() { IEnemy enemy = null; switch (mEnemyType) { case EnemyType.Elf: enemy = FactoryManager.EnemyFactory.CreateCharacter <EnemyElf>(mWeaponType, mPosition) as IEnemy; break; case EnemyType.Ogre: enemy = FactoryManager.EnemyFactory.CreateCharacter <EnemyOgre>(mWeaponType, mPosition) as IEnemy; break; case EnemyType.Troll: enemy = FactoryManager.EnemyFactory.CreateCharacter <EnemyTroll>(mWeaponType, mPosition) as IEnemy; break; default: Debug.Log(GetType() + "/Excute()/ There is no one in EnemyType :" + mEnemyType.ToString()); break; } PlayGameFacade.Instance.RemoveEnemyToCharactorSystem(enemy); SoldierCaptive captive = new SoldierCaptive(enemy); PlayGameFacade.Instance.AddSoldierToCharactorSystem(captive); }
protected override void ChildrenExportToXML(XmlElement level_ele) { XmlDocument doc = level_ele.OwnerDocument; XmlElement enemy_ele = doc.CreateElement("EnemyInfo"); level_ele.AppendChild(enemy_ele); enemy_ele.SetAttribute("enemyType", EnemyType.ToString()); BuildInfo.ExportToXML(enemy_ele); XmlElement bonusGroupInfos_ele = doc.CreateElement("BonusGroupInfos"); enemy_ele.AppendChild(bonusGroupInfos_ele); foreach (BonusGroup bg in BonusGroups) { bg.ExportToXML(bonusGroupInfos_ele); } CardPriority.ExportToXML(enemy_ele); XmlElement cardComboList_ele = doc.CreateElement("CardComboList"); enemy_ele.AppendChild(cardComboList_ele); foreach (CardCombo cc in CardComboList) { cc.ExportToXML(cardComboList_ele); } }
public enemyStats(EnemyType type) { this.enemy_type = type; this.defenses = EnemyStore.getDefenses(type, true); this.mass = EnemyStore.getMass(type); this.name = type.ToString(); this.inventory = EnemyStore.getInventory(type); }
/// <summary> /// Gets a string representation of this object. /// </summary> /// <returns>T string representation of this object.</returns> public override string ToString() { return("Enemy:" + " Type=" + EnemyType.ToString("x") + (Respawn ? "Respawns " : "") + " Palette=" + DifficultByteValue.ToString() + " Slot=" + SpriteSlot.ToString() + " ScreenPos=" + this.X.ToString() + "," + this.Y.ToString()); }
private static EnemyInfoJson GetEnemyInfo(EnemyType enemyType) { using (StreamReader r = new StreamReader("enemyInfo.json")) { var json = r.ReadToEnd(); var info = JsonConvert.DeserializeObject <Dictionary <string, EnemyInfoJson> >(json); return(info[enemyType.ToString()]); } }
public OptionEnemyEntry(Sprite spriteSheet, Vector2 position, EnemyType enemyType) : base(position) { squarePos.X += 30; this.position = position; displayText = enemyType.ToString(); optionSquare = new OptionEnemySquare(spriteSheet, squarePos, enemyType); }
private void SpawnRandomAsteroid(EnemyType eType) { int color = rand.Next(0, 4); EnemyColor eColor = EnemyColor.NONE; switch (color) { case 0: eColor = EnemyColor.RED; break; case 1: eColor = EnemyColor.BLUE; break; case 2: eColor = EnemyColor.GREEN; break; case 3: eColor = EnemyColor.PURPLE; break; case 4: eColor = EnemyColor.PINK; break; } Enemy enemy = new Enemy(eType, enemyTextures[eType.ToString() + "_" + eColor.ToString()], eColor); int direction = rand.Next(0, 3); // Generate a number 0 - 3 [0, 1, 2, 3] to determine what side to spawn on. switch (direction) { case 0: // Top enemy.Position = new Vector2(rand.Next(100, ActionScreen.background.Width - 100), 100); break; case 1: // Bottom enemy.Position = new Vector2(rand.Next(100, ActionScreen.background.Width - 100), ActionScreen.background.Height - 100); break; case 2: // Left enemy.Position = new Vector2(100, rand.Next(100, ActionScreen.background.Height - 100)); break; case 3: // Right enemy.Position = new Vector2(rand.Next(ActionScreen.background.Width + 50, ActionScreen.background.Width - 50), rand.Next(-50, ActionScreen.background.Height + 50)); break; } enemy.Velocity += new Vector2(rand.Next(-enemy.Speed, enemy.Speed), rand.Next(-enemy.Speed, enemy.Speed)); enemy.Transformation = Matrix.CreateTranslation(new Vector3(-enemy.Center, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(enemy.Angle) * Matrix.CreateTranslation(new Vector3(enemy.Position, 0.0f)); enemies.Add(enemy); ParticleManager.particleEffects["WarpIn"].Trigger(enemy.Position); }
public void InitializeEnemy(EnemyType enemyType, string name, int level, int skillCounts, int attack, int magicAttack, int defense, int magicDefense, int HP, int dexterity, int attackRange, int dropsoul) { this.enemyType = enemyType; Name = enemyType.ToString(); InitializePawn(PawnType.Enemy, name, level, attack, magicAttack, defense, magicDefense, HP, dexterity, attackRange); this.skillCounts = skillCounts; this.dropsoul = dropsoul; }
public BaseEnemy GetEnemyOfType(EnemyType enemyType) { IncrementGlobalEnemyCount(enemyType); var newObject = new GameObject(); var newEnemy = newObject.AddComponent <BaseEnemy>(); newEnemy.EnemyType = enemyType; newEnemy.ID = enemyType.ToString() + GlobalTypeCount[enemyType]; return(newEnemy); }
private float GetRegenerationRate(EnemyType enemyType) { switch (enemyType) { case EnemyType.BOUNTY: return(0.4f); default: throw new GameplayException("Enemy type not supported: " + enemyType.ToString()); } }
void OnTriggerEnter(Collider other) { switch (other.tag) { case "Node": if (partolling) { navMesh.SetDestination(navNodes[GetNewNode()].position); navMesh.Stop(); anim.SetTrigger("Waiting"); if (enemyType.ToString() == "Small") { transform.GetChild(0).GetComponent <Animator>().SetTrigger("Waiting"); transform.GetChild(1).GetComponent <Animator>().SetTrigger("Waiting"); transform.GetChild(2).GetComponent <Animator>().SetTrigger("Waiting"); transform.GetChild(3).GetComponent <Animator>().SetTrigger("Waiting"); transform.GetChild(4).GetComponent <Animator>().SetTrigger("Waiting"); transform.GetChild(5).GetComponent <Animator>().SetTrigger("Waiting"); } Invoke("Move", Random.Range(0, 2)); } break; case "Enemy": if (other.GetComponent <EnemyController>().enemyType.ToString() != this.enemyType.ToString()) { Destroy(this.gameObject); } break; case "Player": //switch case for audio and AI behavior if (!runningAway && player.GetComponent <MicInput>().playerVoice == runVoice) { ToRunState(); } else if (!runningAway && !investigate && player.GetComponent <MicInput>().playerVoice == attractVoice) { ToInvestigateState(player.transform.position); } else if (enemySight.playerInSight && !runningAway) { ToChaseState(); } break; case "AudioRange": break; } }
public NPC(Texture2D texture, EnemyType type) : base(texture) { this.Type = type; this.Position = Constants.ENTITY_RIGHT_POSITION; this.AnimationController.Initialize(this.Position, new Vector2(12.0f, 8.0f), Constants.ENTITY_DEFAULT_TEXTURE); switch (this.Type) { case EnemyType.Zombie: case EnemyType.Ghoul: base.AnimationController.StartFrame = 3.00f; base.AnimationController.EndFrame = 220.25f; base.AnimationController.DefaultFrameX = 73.75f; break; case EnemyType.Skeleton: case EnemyType.Warrior: base.AnimationController.StartFrame = 225.25f; base.AnimationController.EndFrame = 440.5f; base.AnimationController.DefaultFrameX = 295.0f; break; case EnemyType.Butcher: case EnemyType.Mindless: base.AnimationController.StartFrame = 442.5f; base.AnimationController.EndFrame = 661.75f; base.AnimationController.DefaultFrameX = 516.25f; break; case EnemyType.Gladiator: case EnemyType.InfestedHuman: base.AnimationController.StartFrame = 663.75f; base.AnimationController.EndFrame = 883.00f; base.AnimationController.DefaultFrameX = 737.50f; break; default: throw new Exception("Invalid enemy type " + type.ToString() + "!"); } switch (this.Type) { case EnemyType.Zombie: case EnemyType.Skeleton: case EnemyType.Butcher: case EnemyType.Gladiator: this.AnimationController.DefaultFrameY = 194; break; case EnemyType.Ghoul: case EnemyType.Warrior: case EnemyType.Mindless: case EnemyType.InfestedHuman: this.AnimationController.DefaultFrameY = 582; break; } this.AnimationController.CurrentFrame = new Vector2(this.AnimationController.StartFrame, 0.0f); }
/// <summary> /// Returns Factory for provided enemyType. /// </summary> //TODO: неоптимальная логика, переделать. Должно вызываться только 1 раз. public EnemyFactory Get(EnemyType enemyType) { foreach (EnemyFactory factory in Factories) { if (factory.EnemyType == enemyType) { return(factory); } } Debug.LogError(name + " Has no EnemyFactory corresponding to provided " + enemyType.ToString() + " EnemyType"); return(null); }
public void Instantiate(BroWorldApplication application, GameObject prefab, EnemyType type) { // Model application.model.AddEnemy(_model); int id = _model.id; // View GameObject viewInstance = GameObject.Instantiate(prefab); viewInstance.name = type.ToString() + id; viewInstance.transform.parent = application.view.transform; _view = viewInstance.GetComponent<EnemyView>(); // Controller GameObject controllerInstance = new GameObject(type.ToString() + "Controller" + id); _controller = controllerInstance.AddComponent<EnemyController>(); _controller.enabled = false; _controller.EnemyModel = _model; _controller.EnemyView = _view; _controller.enabled = true; controllerInstance.transform.parent = application.controller.transform; }
public InvalidEnemyException(EnemyType enemyType) : base("Invalid enemy type: " + enemyType.ToString()) { }
public static string GetTexture(EnemyType type) { return type.ToString("g"); }
private void SpawnRandomAsteroid(EnemyType eType) { int color = rand.Next(0, 4); EnemyColor eColor = EnemyColor.NONE; switch (color) { case 0: eColor = EnemyColor.RED; break; case 1: eColor = EnemyColor.BLUE; break; case 2: eColor = EnemyColor.GREEN; break; case 3: eColor = EnemyColor.PURPLE; break; case 4: eColor = EnemyColor.PINK; break; } Enemy enemy = new Enemy(eType, enemyTextures[eType.ToString() + "_" + eColor.ToString()], eColor); int direction = rand.Next(0, 3); // Generate a number 0 - 3 [0, 1, 2, 3] to determine what side to spawn on. switch (direction) { case 0: // Top enemy.Position = new Vector2(rand.Next(100, ActionScreen.background.Width - 100), 100); break; case 1: // Bottom enemy.Position = new Vector2(rand.Next(100, ActionScreen.background.Width - 100), ActionScreen.background.Height - 100); break; case 2: // Left enemy.Position = new Vector2(100, rand.Next(100, ActionScreen.background.Height - 100)); break; case 3: // Right enemy.Position = new Vector2(rand.Next(ActionScreen.background.Width + 50, ActionScreen.background.Width - 50), rand.Next(-50, ActionScreen.background.Height + 50)); break; } enemy.Velocity += new Vector2(rand.Next(-enemy.Speed, enemy.Speed), rand.Next(-enemy.Speed, enemy.Speed)); enemy.Transformation = Matrix.CreateTranslation(new Vector3(-enemy.Center, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(enemy.Angle) * Matrix.CreateTranslation(new Vector3(enemy.Position, 0.0f)); enemies.Add(enemy); ParticleManager.particleEffects["WarpIn"].Trigger(enemy.Position); }