public void Initialize(Vector2 startLocation) { IsDisposed = false; Location = startLocation; if (Maths.Chance(50)) { Direction = 1; } else { Direction = -1; } if (Maths.Chance(50) || Level.Instance.MGCnt == Level.MAX_MG_CNT) { Boom1 bm = Level.Instance.BoomPool.New(); bm.Initialize(new Vector2(Animation.Width / 2 - 9, Animation.Height / 2), null); Guns.Add(bm); } else { MG1 mg = Level.Instance.MGPool.New(); mg.Initialize(new Vector2(Animation.Width / 2 - 4 - 10, Animation.Height), new Vector2(Animation.Width / 2 - 4 + 10, Animation.Height), null); Guns.Add(mg); Level.Instance.MGCnt++; } }
public void Initialize(Vector2 startLoc) { IsDisposed = false; Location = startLoc; DualMissile45 d45 = Level.Instance.DualMissile45Pool.New(); d45.Initialize(new Vector2(10, 31), null); Guns.Add(d45); }
public void Initialize(Vector2 startLocation) { IsDisposed = false; Location = startLocation; Velocity = Maths.RandomNr(7, 9); AutoAim aa = Level.Instance.AutoAimPool.New(); aa.Initialize(new Vector2(Animation.Width / 2 - 8, Animation.Height / 2 - 8), null); Guns.Add(aa); }
public void Initialize(Vector2 startLocation) { IsDisposed = false; Location = startLocation; DualMissile45 d45 = Level.Instance.DualMissile45Pool.New(); d45.Initialize(new Vector2(20, 30), null); Guns.Add(d45); Missile ms = Level.Instance.MissilePool.New(); ms.Initialize(new Vector2(21, 40), null); Guns.Add(ms); }
/// <summary> /// Call this after getting me from the pool. /// </summary> /// <param name="startLoc"></param> public void Initialize(Vector2 startLoc) { IsDisposed = false; Location = startLoc; int rndWpn; bool pass; do { pass = true; rndWpn = Maths.RandomNr(1, 100); if (rndWpn < 30) { AutoAim aa = Level.Instance.AutoAimPool.New(); aa.Initialize(new Vector2(Animation.Width / 2 - 8, Animation.Height / 2 - 8), null); Guns.Add(aa); Velocity = 2.4f; } else if (rndWpn < 70) { Boom1 bm = Level.Instance.BoomPool.New(); bm.Initialize(new Vector2(Animation.Width / 2 - 9, Animation.Height / 2), null); Guns.Add(bm); Velocity = 3f; } else { if (Level.Instance.MGCnt < Level.MAX_MG_CNT) { Level.Instance.MGCnt++; Velocity = 3f; MG1 mg = Level.Instance.MGPool.New(); mg.Initialize(new Vector2(Animation.Width / 2 - 4 - 10, Animation.Height), new Vector2(Animation.Width / 2 - 4 + 10, Animation.Height), null); Guns.Add(mg); } else { pass = false; } } } while (!pass); }