/// <summary> /// Constructor /// </summary> /// <param name="imagePath"></param> /// <param name="startPos"></param> /// <param name="scaleFactor"></param> /// <param name="enemyWeapon">Which weapon the enemy should use</param> public Enemy(string imagePath, Vector2D startPos, float scaleFactor, Weapon enemyWeapon) : base(imagePath, startPos, scaleFactor) { currentEnemyWeapon = enemyWeapon; GameWorld.objects.Add(currentEnemyWeapon);//Weapon should also be added to the list of objects Random hp = new Random(); health = hp.Next(60, 101); }
/// <summary> /// Constructor for the player. Handles the weapon index as well. /// </summary> /// <param name="imagePath">sprite</param> /// <param name="startPos">Starting position</param> /// <param name="scaleFactor"></param> public Player(string imagePath, Vector2D startPos, float scaleFactor) : base(imagePath, startPos, scaleFactor) { velocity = new Vector2D(0, 0); health = 100; isAlive = true; switch (weaponIndexNumber) { case 0: currentPlayerWeapon = new BaseballBat(new Vector2D(0, 0), .3f); break; case 1: currentPlayerWeapon = new CricketPlayer(new Vector2D(0, 0), .8f); break; case 2: currentPlayerWeapon = new Knife(new Vector2D(0, 0), .3f); break; case 3: currentPlayerWeapon = new Guitar(new Vector2D(0, 0), .5f); break; case 4: currentPlayerWeapon = new Katana(new Vector2D(0, 0), .3f); break; case 5: currentPlayerWeapon = new DildoSword(new Vector2D(0, 0), .3f); break; case 6: currentPlayerWeapon = new Axe(new Vector2D(0, 0), .2f); break; case 7: currentPlayerWeapon = new Beaver(new Vector2D(0, 0), .5f); break; case 8: currentPlayerWeapon = new ISISFlag(new Vector2D(0, 0), .5f); break; case 9: currentPlayerWeapon = new AssaultRifle(new Vector2D(0, 0), .2f); break; case 10: currentPlayerWeapon = new RPG(new Vector2D(0, 0), .3f); break; case 11: currentPlayerWeapon = new SMG(new Vector2D(0, 0), .3f); break; case 12: currentPlayerWeapon = new LMG(new Vector2D(0, 0), .3f); break; case 13: currentPlayerWeapon = new Pistol(new Vector2D(0, 0), .1f); break; } GameWorld.GameWeapons.Add(currentPlayerWeapon); //add it to objects as it should get drawn }