public Enemy(Game i_InvadersGame, Vector2 i_Delta, Enums.eEnemyStyle i_Style, float i_JumpingDistance, TimeSpan i_FrameTime, int i_EnemyFrameColIndex, int i_EnemiesAdditionalScore) : base(k_AssetName, i_InvadersGame, i_Delta) { m_EnemyFrameColIndex = i_EnemyFrameColIndex; m_HaveBulletOnScreen = false; m_JumpingSprite = true; m_JumpingDistance = i_JumpingDistance; m_FrameTime = i_FrameTime; m_TimeLeftForFrame = i_FrameTime; EnemyMatrix.LoadEnemyStyle(out m_TintColor, out m_ScoreValue, out m_EnemyFrameRowIndex, i_Style); Score += i_EnemiesAdditionalScore; }
public static void LoadEnemyStyle(out Color o_TintColor, out int o_ScoreValue, out int o_EnemyFrameRowIndex, Enums.eEnemyStyle i_Style) { switch (i_Style) { case Enums.eEnemyStyle.PinkEnemy: o_TintColor = Color.Pink; o_ScoreValue = k_UpperEnemyScore; o_EnemyFrameRowIndex = 0; break; case Enums.eEnemyStyle.TealEnemy: o_TintColor = Color.Teal; o_ScoreValue = k_MiddleEnemyScore; o_EnemyFrameRowIndex = 1; break; case Enums.eEnemyStyle.YellowEnemy: default: o_TintColor = Color.Yellow; o_ScoreValue = k_BottomEnemyScore; o_EnemyFrameRowIndex = 2; break; } }