Ejemplo n.º 1
0
        protected override void InitEnemies()
        {
            var pos     = new Vector2(PlayField.Center.X, PlayField.Center.Y);
            var balloon = new RedBalloon(pos);

            balloon.OnStateChangeDead  += OnEnemyStateChangeDead;
            balloon.OnStateChangeDying += OnEnemyStateChangeDying;

            Enemies.Add(balloon);

            AliveEnemies = 1;

            Player.ArrowsCount = 1;
        }
Ejemplo n.º 2
0
        protected override void InitEnemies()
        {
            //Initialize the Enemies.
            int startX = PlayField.Right - (Balloon.kWidth) - 20;
            int startY = PlayField.Bottom + 10;

            //Constructs the balloons from right to left.
            for (int i = 0; i < kMaxBalloonsCount; ++i)
            {
                var x = startX - (Balloon.kWidth * i) - (2 * i); //Litle offset between them.

                var balloon = new RedBalloon(new Vector2(x, startY));
                balloon.OnStateChangeDead  += OnEnemyStateChangeDead;
                balloon.OnStateChangeDying += OnEnemyStateChangeDying;

                Enemies.Add(balloon);
            }

            AliveEnemies = kMaxBalloonsCount;
        }
Ejemplo n.º 3
0
        protected override void InitEnemies()
        {
            var rndGen = GameManager.Instance.RandomNumGen;

            //Initialize the Enemies.
            int minX = PlayField.Center.X;
            int maxX = PlayField.Right - Balloon.kWidth;
            //Makes the enemies came from bottom of screen.
            int minY = PlayField.Bottom;
            int maxY = 2 * PlayField.Bottom;

            //RedBalloons.
            for (int i = 0; i < kMaxRedBalloonsCount; ++i)
            {
                var x = rndGen.Next(minX, maxX);
                var y = rndGen.Next(minY, maxY);

                var balloon = new RedBalloon(new Vector2(x, y));
                balloon.OnStateChangeDead  += OnEnemyStateChangeDead;
                balloon.OnStateChangeDying += OnEnemyStateChangeDying;

                Enemies.Add(balloon);
            }

            //YellowBalloons.
            for (int i = 0; i < kMaxYellowBalloonsCount; ++i)
            {
                var x = rndGen.Next(minX, maxX);
                var y = rndGen.Next(minY, maxY);

                var balloon = new YellowBalloon(new Vector2(x, y));
                balloon.OnStateChangeDead  += OnEnemyStateChangeDead;
                balloon.OnStateChangeDying += OnEnemyStateChangeDying;

                Enemies.Add(balloon);
            }

            AliveEnemies = kMaxRedBalloonsCount;
        }