public void CreateEnemies(List<Image> enemyStrides) { for (var i = 0; i < MaxEnemies; i++) { Enemies.AddDynamicEntity(new Enemy(game, new DynamicShape(new Vec2F(i * 0.1f + 0.1f, 0.90f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); } }
public void CreateEnemies(List <Image> enemyStrides) { Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(0.2f, 0.9f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(0.3f, 0.9f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(0.4f, 0.9f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(0.5f, 0.9f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(0.6f, 0.9f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(0.3f, 0.8f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(0.4f, 0.8f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(0.5f, 0.8f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); }
public void CreateEnemies(List <Image> enemyStrides) { for (int i = 1; i < 9; i++) { var shape = new StationaryShape(new Vec2F(i * 0.1f, 0.9f), new Vec2F(0.1f, 0.1f)); Enemies.AddDynamicEntity(new Enemy(shape, new ImageStride(80, enemyStrides))); } }
public void CreateEnemies(List <Image> enemyStrides) { List <Vec2F> positionList = PositionList(); for (int i = 0; i < positionList.Count; i++) { enemystride = new ImageStride(60, enemyStrides); Vec2F position = positionList[i]; Enemies.AddDynamicEntity(new Enemy(new StationaryShape(position, Invasion.size), enemystride)); } }
public void CreateEnemies(List <Image> enemyStrides) { for (int i = 0; i < MaxEnemies; i++) { Enemies.AddDynamicEntity(new Enemy( new DynamicShape( // The +0.2f is for centering purposes new Vec2F(i * 0.1f + 0.2f, 0.9f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); } }
public void CreateEnemies(List <Image> enemyStrides) { Vec2F sizeVec = new Vec2F(0.1f, 0.1f); ImageStride imageStride = new ImageStride(80, enemyStrides); for (int i = 0; i < MaxEnemies; i++) { Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F(((i + 1.0f) / 4.0f) - 0.175f, 0.8f), sizeVec), imageStride)); } }
public void CreateEnemies(List <Image> enemyStrides) { float j = ((MaxEnemies) * 0.1f); for (float i = 0.0f; i <= j; i += 0.2f) { Enemies.AddDynamicEntity(new Enemy((new DynamicShape(new Vec2F(0.2f + i, 0.8f), new Vec2F(0.1f, 0.1f))), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy((new DynamicShape(new Vec2F(0.2f + i, 0.6f), new Vec2F(0.1f, 0.1f))), new ImageStride(80, enemyStrides))); Enemies.AddDynamicEntity(new Enemy((new DynamicShape(new Vec2F(0.1f + i, 0.7f), new Vec2F(0.1f, 0.1f))), new ImageStride(80, enemyStrides))); } }
public void CreateEnemies(List <Image> enemyStrides) { int width = (int)Math.Floor(Math.Sqrt(MaxEnemies)); for (int i = 0; i < MaxEnemies; i++) { int layer = i / width; Enemies.AddDynamicEntity(new Enemy( new DynamicShape( // The +0.2f is for centering purposes new Vec2F(i % width * 0.1f + 0.2f, 0.9f - layer * 0.1f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); } }
public void CreateEnemies(List <Image> enemyStrides) { var enemy = new List <Enemy>(); for (float x = 0.31f; x <= 0.6f; x += 0.29f) { enemy.Add(new Enemy( new StationaryShape(new Vec2F(x, 0.5f), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); } for (int i = 0; i < MaxEnemies; i++) { Enemies.AddDynamicEntity(enemy[i]); } }
/// <summary> ///Through a for loop, arranges enemies in a V-shape. /// </summary> /// <param name="enemyStrides">the images the enemy animation should consist of</param> public void CreateEnemies(List <Image> enemyStrides) { float j = ((MaxEnemies) / 2.0f) * 0.1f; for (float i = 0.0f; i < j; i += 0.1f) { Enemies.AddDynamicEntity(new Enemy(new DynamicShape( new Vec2F((0.15f + i), 0.85f - i), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); if ((0.15 + i, 0.85 - i) != (0.55, 0.55)) { Enemies.AddDynamicEntity(new Enemy(new DynamicShape( new Vec2F((0.75f - i), 0.85f - i), new Vec2F(0.1f, 0.1f)), new ImageStride(80, enemyStrides))); } } }
public void CreateEnemies(List <Image> enemyStrides) { Vec2F sizeVec = new Vec2F(0.1f, 0.1f); ImageStride imageStride = new ImageStride(80, enemyStrides); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F((0.5f) - 0.05f, 0.8f), sizeVec), imageStride)); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F((0.45f) - 0.05f, 0.7f), sizeVec), imageStride)); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F((0.55f) - 0.05f, 0.7f), sizeVec), imageStride)); Enemies.AddDynamicEntity(new Enemy( new DynamicShape(new Vec2F((0.5f) - 0.05f, 0.6f), sizeVec), imageStride)); }
public void CreateEnemies(List <Image> enemyStrides) { ImageStride enemystride = new ImageStride(30, enemyStrides); Enemies.AddDynamicEntity(new Enemy(new StationaryShape(startPosition, size), enemystride)); }