Example #1
0
    public GameObject CreateFace(Enemy.EEnemyType type)
    {
        GameObject face = null;

        switch (type)
        {
        case Enemy.EEnemyType.GIRL:
            face = _girlFace.Allocate();
            break;

        case Enemy.EEnemyType.GRANNY:
            face = _grannyFace.Allocate();
            break;

        case Enemy.EEnemyType.TRADER:
            face = _traderFace.Allocate();
            break;

        case Enemy.EEnemyType.CONDUCTOR:
            face = _conductorFace.Allocate();
            break;
        }

        return(face);
    }
Example #2
0
        private void SpawnEnemySmall(Enemy.EEnemyType getEnemyType, Vector2 getStartPosition)
        {
            Enemy enemy = new Enemy(Content, "graphics/enemysmallss", 48, 48, 1, 6);

            enemy.Delay           = 0.15f;
            enemy._spriteType     = Enemy.ESpriteType.ANIM;
            enemy.WeaponType      = Enemy.EWeaponType.Basic;
            enemy.EnemyType       = getEnemyType;
            enemy.Position        = getStartPosition;
            enemy.GotoPos         = enemy.Position;
            enemy.MaxHealth       = 25;
            enemy.Health          = enemy.MaxHealth;
            enemy.Score           = 100;
            enemy.WeaponDamage    = 10;
            enemy.BulletDirection = new Vector2(enemy.Position.X, 800) - enemy.Position;

            Random RandWep    = new Random();
            int    RandWepNum = RandWep.Next(3);

            if (RandWepNum == 0)
            {
                enemy.HasWeapon = true;
            }

            EnemyList.Add(enemy);
        }
Example #3
0
 public void BigEnemyWave(int getTimerNumber, int getDelay, Enemy.EEnemyType getEnemyType, float getStarPosX, float getStartPosY)
 {
     SpawnTimer[getTimerNumber]++;
     if (SpawnTimer[getTimerNumber] >= getDelay)
     {
         SpawnEnemyBig(getEnemyType, new Vector2(getStarPosX, getStartPosY));
         SpawnTimer[getTimerNumber] = 0;
     }
 }
Example #4
0
        private void SpawnEnemyBig(Enemy.EEnemyType getEnemyType, Vector2 getStartPosition)
        {
            Enemy enemy = new Enemy(Content, "graphics/enemybigss", 64, 64, 1, 6);

            enemy.Delay           = 0.15f;
            enemy._spriteType     = Enemy.ESpriteType.ANIM;
            enemy.WeaponType      = Enemy.EWeaponType.DoubleBarrel;
            enemy.EnemyType       = getEnemyType;
            enemy.Position        = getStartPosition;
            enemy.GotoPos         = enemy.Position;
            enemy.MaxHealth       = 65;
            enemy.Health          = enemy.MaxHealth;
            enemy.Score           = 250;
            enemy.WeaponDamage    = 5;
            enemy.BulletDirection = new Vector2(enemy.Position.X, 800) - enemy.Position;
            enemy.HasWeapon       = true;

            EnemyList.Add(enemy);
        }
Example #5
0
    public void Free(GameObject face, Enemy.EEnemyType type)
    {
        switch (type)
        {
        case Enemy.EEnemyType.GIRL:
            _girlFace.Free(face);
            break;

        case Enemy.EEnemyType.GRANNY:
            _grannyFace.Free(face);
            break;

        case Enemy.EEnemyType.TRADER:
            _traderFace.Free(face);
            break;

        case Enemy.EEnemyType.CONDUCTOR:
            _conductorFace.Free(face);
            break;
        }
    }
Example #6
0
    public void DespawnEnemy(Enemy.EEnemyType type, Transform instance)
    {
        switch (type)
        {
        case Enemy.EEnemyType.Slime:
            enemySlimePool.Despawn(instance);
            break;

        case Enemy.EEnemyType.Bat:
            break;

        case Enemy.EEnemyType.Dragon:
            enemyDragonPool.Despawn(instance);
            break;

        case Enemy.EEnemyType.Skeleton:
            enemySkeletonPool.Despawn(instance);
            break;

        case Enemy.EEnemyType.Ghost:
        default:
            break;
        }
    }