public override void Initialize()
 {
     this.m_boss = (base.EnemyList[0] as EnemyObj_Fireball);
     this.m_boss.SaveToFile = false;
     this.m_boss.IsNeo = true;
     base.Initialize();
 }
 public override void Dispose()
 {
     if (!base.IsDisposed)
     {
         this.m_boss = null;
         base.Dispose();
     }
 }
Exemple #3
0
 public override void Dispose()
 {
     if (!base.IsDisposed)
     {
         this.m_boss = null;
         this.m_fireList.Clear();
         this.m_fireList = null;
         base.Dispose();
     }
 }
Exemple #4
0
 public override void Initialize()
 {
     foreach (EnemyObj current in base.EnemyList)
     {
         if (current is EnemyObj_Fireball)
         {
             this.m_boss = (current as EnemyObj_Fireball);
         }
         current.Visible = false;
         current.PauseEnemy(true);
     }
     this.m_boss.ChangeSprite("EnemyGhostBossIdle_Character");
     this.m_bossStartingScale = this.m_boss.ScaleX;
     this.m_fireList = new List<SpriteObj>();
     float num = 0f;
     float num2 = 24f;
     for (int i = 0; i < 15; i++)
     {
         SpriteObj spriteObj = new SpriteObj("GhostBossProjectile_Sprite");
         spriteObj.PlayAnimation(true);
         spriteObj.OutlineWidth = 2;
         spriteObj.Position = CDGMath.GetCirclePosition(num, 300f, this.m_boss.Position);
         spriteObj.Scale = new Vector2(2f, 2f);
         num += num2;
         spriteObj.Opacity = 0f;
         this.m_fireList.Add(spriteObj);
         base.GameObjList.Add(spriteObj);
     }
     base.Initialize();
 }
Exemple #5
0
 public static EnemyObj BuildEnemy(int enemyType, PlayerObj player, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty, bool doNotInitialize = false)
 {
     EnemyObj enemyObj = null;
     switch (enemyType)
     {
     case 1:
         enemyObj = new EnemyObj_BallAndChain(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 2:
         enemyObj = new EnemyObj_Blob(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 3:
         enemyObj = new EnemyObj_BouncySpike(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 4:
         enemyObj = new EnemyObj_Eagle(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 5:
         enemyObj = new EnemyObj_EarthWizard(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 6:
         enemyObj = new EnemyObj_Eyeball(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 7:
         enemyObj = new EnemyObj_Fairy(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 8:
         enemyObj = new EnemyObj_Fireball(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 9:
         enemyObj = new EnemyObj_FireWizard(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 10:
         enemyObj = new EnemyObj_Horse(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 11:
         enemyObj = new EnemyObj_IceWizard(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 12:
         enemyObj = new EnemyObj_Knight(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 13:
         enemyObj = new EnemyObj_Ninja(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 14:
         enemyObj = new EnemyObj_ShieldKnight(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 15:
         enemyObj = new EnemyObj_Skeleton(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 16:
         enemyObj = new EnemyObj_SwordKnight(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 17:
         enemyObj = new EnemyObj_Turret(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 18:
         enemyObj = new EnemyObj_Wall(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 19:
         enemyObj = new EnemyObj_Wolf(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 20:
         enemyObj = new EnemyObj_Zombie(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 21:
         enemyObj = new EnemyObj_SpikeTrap(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 22:
         enemyObj = new EnemyObj_Plant(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 23:
         enemyObj = new EnemyObj_Energon(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 24:
         enemyObj = new EnemyObj_Spark(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 25:
         enemyObj = new EnemyObj_SkeletonArcher(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 26:
         enemyObj = new EnemyObj_Chicken(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 27:
         enemyObj = new EnemyObj_Platform(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 28:
         enemyObj = new EnemyObj_HomingTurret(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 29:
         enemyObj = new EnemyObj_LastBoss(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 30:
         enemyObj = new EnemyObj_Dummy(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 31:
         enemyObj = new EnemyObj_Starburst(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 32:
         enemyObj = new EnemyObj_Portrait(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 33:
         enemyObj = new EnemyObj_Mimic(player, physicsManager, levelToAttachTo, difficulty);
         break;
     }
     if (player == null && !doNotInitialize)
     {
         enemyObj.Initialize();
     }
     return enemyObj;
 }