public Enemy CreateEnemy3() { var sprite = new Sprite(_gameContext.AssetManager.GetTexture(GameConstants.EnemyConstants.Enemy3Constants.Textures.GreenTextureName)); var graphicsComponent = new EnemyGraphicsComponent(_gameContext.GameGraphics, sprite); return(new Enemy( _gameContext, GameConstants.EnemyConstants.Enemy3Constants.InitialMaxHealth, GameConstants.EnemyConstants.Enemy3Constants.CollisionDamage, GameConstants.EnemyConstants.Enemy3Constants.ScoreValue, GameConstants.EnemyConstants.Enemy3Constants.AggroRange, new HealthComponent(GameConstants.EnemyConstants.Enemy3Constants.InitialMaxHealth, new NullHealthContainer()), new EnemyPhysicsComponent(_gameContext, _random), graphicsComponent, _playerManager)); }
public Enemy CreateEnemy1() { var sprite = new Sprite(_gameContext.AssetManager.GetTexture(GameConstants.EnemyConstants.Enemy1Constants.Textures.BlackTextureName)); var graphicsComponent = new EnemyGraphicsComponent(_gameContext.GameGraphics, sprite); //ToDo pass in enemy strategy instead of multiple config values return(new Enemy( _gameContext, GameConstants.EnemyConstants.Enemy1Constants.InitialMaxHealth, GameConstants.EnemyConstants.Enemy1Constants.CollisionDamage, GameConstants.EnemyConstants.Enemy1Constants.ScoreValue, GameConstants.EnemyConstants.Enemy1Constants.AggroRange, new HealthComponent(GameConstants.EnemyConstants.Enemy1Constants.InitialMaxHealth, new NullHealthContainer()), new EnemyPhysicsComponent(_gameContext, _random), graphicsComponent, _playerManager)); }