bool Wave1() { if (EnemyList.Count == 0) { EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(256, 200), 0, false)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(512, 200), 0, false)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(768, 200), 0, false)); counter = 0; return(true); } if (counter >= 40) { for (int i = 0; i <= 10; i++) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 10), new Vector2(0, rand.Next(3, 6)))); } EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), 10), new Vector2(0, rand.Next(3, 6)))); EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), 10), new Vector2(0, rand.Next(3, 6)), true)); counter = 0; } counter++; return(false); }
bool Wave2() { if (counter >= 10) { EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), 10), new Vector2(0, rand.Next(3, 6)), true)); counter = 0; } counter++; if (EnemyList.Count == 0) { EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(612, 300), 1074, true)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(412, 300), 1074, true)); EnemyList.Add(new Enemy.HorizontalSaucer(this, new Vector2(300, 400), -25, true)); EnemyList.Add(new Enemy.HorizontalSaucer(this, new Vector2(512, 200), -25, true)); EnemyList.Add(new Enemy.HorizontalSaucer(this, new Vector2(624, 100), -25, true)); EnemyList.Add(new Enemy.EvilEel2(this, 100)); EnemyList.Add(new Enemy.EvilEel2(this, 1124, 200)); EnemyList.Add(new Enemy.EvilEel2(this, 1224, 300)); EnemyList.Add(new Enemy.EvilEel2(this, 1324, 400)); EnemyList.Add(new Enemy.EvilEel2(this, 1424, 500)); return(true); } else { return(false); } }
bool Wave5() { if (EnemyList.Count == 0) { EnemyList.Add(new Enemy.Epsilon(this, 50, true)); EnemyList.Add(new Enemy.Epsilon(this, 974, false)); EnemyList.Add(new Enemy.Delta(this, 100, true)); EnemyList.Add(new Enemy.Delta(this, 550, false)); return(true); } else { if (counter >= 55) { EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), 620), new Vector2(1, -2))); EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), 30), new Vector2(1, 1), true)); EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 30), new Vector2(1, 3))); EnemyBulletList.Add(new Bullet.Garble(new Vector2(rand.Next(1024), 620), new Vector2(-1.5f, -3))); counter = 0; } counter++; return(false); } }
bool Wave7() { if (EnemyList.Count == 0) { counter = 0; return(true); } else { if (counter >= 10) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 620), new Vector2(-2, -2))); EnemyBulletList.Add(new Bullet.Clear(new Vector2(rand.Next(1024), 620), new Vector2(-2, -2))); if (rand.NextDouble() <= 0.05) { EnemyBulletList.Add(new Bullet.Life(new Vector2(rand.Next(1024), 620), new Vector2(-2, -2))); } counter = 0; } counter++; return(false); } }
bool Wave9() { if (EnemyList.Count != 0) { if (counter >= 50) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 0), new Vector2(0, rand.Next(4)))); EnemyBulletList.Add(new Bullet.Clear(new Vector2(rand.Next(1024), 0), new Vector2(0, rand.Next(4)))); counter = 0; } counter++; if (counter2 >= 200) { EnemyBulletList.Add(new Bullet.Life(new Vector2(1054, rand.Next(50, 600)), new Vector2(-3, 0))); counter2 = 0; } counter2++; return(false); } else { EnemyList.Add(new Enemy.TrackingShooterFish3(this, 325)); return(true); } }
bool Wave5() { if (EnemyList.Count != 0) { if (counter >= 30) { for (int i = 0; i <= 5; i++) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 0), new Vector2(0, rand.Next(5)))); EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 0), new Vector2(0, rand.Next(5)))); EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 0), new Vector2(0, rand.Next(5)))); EnemyBulletList.Add(new Bullet.Clear(new Vector2(rand.Next(1024), 0), new Vector2(0, rand.Next(5)))); } counter = 0; } counter++; return(false); } else { for (int i = 100; i <= 550; i += 80) { EnemyList.Add(new Enemy.Smiley(this, 1300, i)); } counter = 0; return(true); } }
/// <summary> /// Representing the first wave. /// </summary> /// <returns></returns> bool Wave1() { if (EnemyList.Count != 0) { if (counter >= 15) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 0), new Vector2(0, 2))); EnemyBulletList.Add(new Bullet.Clear(new Vector2(rand.Next(1024), 0), new Vector2(0, 4))); EnemyBulletList.Add(new Bullet.Cross(new Vector2(rand.Next(1024), 0), new Vector2(0, 3))); if (rand.NextDouble() <= 0.05) { EnemyBulletList.Add(new Bullet.Life(new Vector2(rand.Next(1024), 0), new Vector2(0, 5))); } counter = 0; } counter++; return(false); } else { counter = 0; for (int i = 630; i <= 1200; i += 100) { EnemyList.Add(new Enemy.Seahorse(this, 300, i)); EnemyList.Add(new Enemy.Seahorse(this, 824, i)); } return(true); } }
bool Wave3() { if (EnemyList.Count != 0) { if (counter >= 15) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 630), new Vector2(0, -2))); EnemyBulletList.Add(new Bullet.Clear(new Vector2(rand.Next(1024), 630), new Vector2(0, -2))); if (rand.NextDouble() <= 0.01) { EnemyBulletList.Add(new Bullet.Life(new Vector2(rand.Next(1024), 0), new Vector2(0, 5))); } counter = 0; } counter++; return(false); } else { EnemyList.Add(new Enemy.Kitty1(this)); return(true); } }
bool Wave4() { if (counter >= 10) { counter = 0; EnemyBulletList.Add(new Bullet.Blocky(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } counter++; if (counter2 >= 40) { counter2 = 0; EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } counter2++; if (counter3 >= 50) { double num = rand.NextDouble(); if (num < 0.1) { EnemyBulletList.Add(new Bullet.Life(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } else if (num >= 0.1 && num <= 0.5) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } else { EnemyBulletList.Add(new Bullet.Clear(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } counter3 = 0; } counter3++; if (this.EnemyList.Count == 0) { EnemyList.Add(new Enemy.TrackingShooterFish(this, 200)); EnemyList.Add(new Enemy.TrackingShooterFish(this, 300)); EnemyList.Add(new Enemy.TrackingShooterFish(this, 500)); EnemyList.Add(new Enemy.TrackingShooterFish(this, 600)); EnemyList.Add(new Enemy.EvilEel(this, 350)); counter = 0; counter2 = 0; counter3 = 0; return(true); } return(false); }
bool Wave12() { if (EnemyList.Count > 0) { if (counter >= 5) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(1044, rand.Next(600)), new Vector2(-3.5f, -0.2f))); counter = 0; } counter++; return(false); } return(true); }
bool Wave3() { if (counter >= 20) { counter = 0; EnemyBulletList.Add(new Bullet.Blocky(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } counter++; if (counter2 >= 40) { counter2 = 0; EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } counter2++; if (counter3 >= 50) { if (rand.NextDouble() < 0.3) { EnemyBulletList.Add(new Bullet.Life(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } else { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); } counter3 = 0; } counter3++; if (this.EnemyList.Count == 0) { EnemyList.Add(new Enemy.TrackingShooterFish(this, 200)); EnemyList.Add(new Enemy.TrackingShooterFish(this, 300)); EnemyList.Add(new Enemy.TrackingShooterFish(this, 500)); EnemyList.Add(new Enemy.TrackingShooterFish(this, 600)); EnemyList.Add(new Enemy.TrackingShooterFish(this, 100)); counter = 0; counter2 = 0; return(true); } return(false); }
bool Wave1() { if (counter >= 40) { EnemyBulletList.Add(new Bullet.Blocky(new Vector2(rand.Next(1024), -20), new Vector2(-1, 3))); counter = 0; } counter++; if (this.EnemyList.Count == 0) { EnemyList.Add(new Enemy.ShooterFish(this, 200)); EnemyList.Add(new Enemy.ShooterFish(this, 400)); EnemyList.Add(new Enemy.ShooterFish(this, 500)); counter = 0; return(true); } return(false); }
bool Wave14() { if (counter >= 50) { counter = 0; EnemyBulletList.Add(new Bullet.Blocky(new Vector2(rand.Next(1024), 620), new Vector2(0, -5))); } counter++; if (counter2 >= 100) { counter2 = 0; EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), 620), new Vector2(0, -5))); } counter2++; if (counter3 >= 10) { double num = rand.NextDouble(); if (num < 0.05) { EnemyBulletList.Add(new Bullet.Life(new Vector2(rand.Next(1024), 620), new Vector2(0, -5))); } else if (num >= 0.05 || num <= 0.8) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 620), new Vector2(0, -5))); } else { EnemyBulletList.Add(new Bullet.Clear(new Vector2(rand.Next(1024), 620), new Vector2(0, -5))); } counter3 = 0; } counter3++; return(EnemyList.Count == 0); }
bool Wave4() { if (EnemyList.Count == 0) { EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(612, 300), 1074, true)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(412, 300), 1074, true)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(852, 300), 1074, true)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(612, 200), 1374, true)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(412, 300), 1374, true)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(852, 400), 1374, true)); EnemyList.Add(new Enemy.VerticalSaucer(this, new Vector2(512, 250), 1374, true)); EnemyList.Add(new Enemy.HorizontalSaucer(this, new Vector2(512, 250), -25, true)); EnemyList.Add(new Enemy.HorizontalSaucer(this, new Vector2(350, 450), 1100, true)); EnemyList.Add(new Enemy.HorizontalSaucer(this, new Vector2(924, 150), 1100, true)); EnemyList.Add(new Enemy.HorizontalSaucer(this, new Vector2(600, 550), -1100, true)); counter = 0; return(true); } else { if (counter >= 60) { EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), 620), new Vector2(0, -3), true)); EnemyBulletList.Add(new Bullet.Add(new Vector2(rand.Next(1024), 30), new Vector2(0, 3))); EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 620), new Vector2(0, -3))); EnemyBulletList.Add(new Bullet.Garble(new Vector2(rand.Next(1024), 30), new Vector2(0, 3))); counter = 0; } counter++; return(false); } }
bool Wave8() { if (EnemyList.Count != 0) { if (counter >= 30) { EnemyBulletList.Add(new Bullet.HPP(new Vector2(rand.Next(1024), 0), new Vector2(1, rand.Next(4)))); EnemyBulletList.Add(new Bullet.Cross(new Vector2(rand.Next(1024), 0), new Vector2(-1, rand.Next(4)))); EnemyBulletList.Add(new Bullet.Clear(new Vector2(rand.Next(1024), 0), new Vector2(0, rand.Next(4)))); counter = 0; } counter++; if (counter2 >= 200) { EnemyBulletList.Add(new Bullet.Life(new Vector2(1054, rand.Next(50, 600)), new Vector2(-3, 0.01f))); counter2 = 0; } counter2++; return(false); } else { EnemyList.Add(new Enemy.Smiley(this, 1300, 325)); EnemyList.Add(new Enemy.Smiley(this, 1300, 425)); EnemyList.Add(new Enemy.Smiley(this, 1200, 325)); for (int i = 200; i <= 600; i += 200) { EnemyList.Add(new Enemy.Smiley(this, 2600, i)); } return(true); } }