protected override void OnTrigger()
 {
     for (int i = 0; i < 2; i++)
     {
         Vector2 spawnPosition = SPM.GenerateValidCenter(radius);
         GravityHoleEntity.Spawn(Engine, ProcessManager, spawnPosition);
     }
 }
 protected override void OnTrigger()
 {
     for (int i = 0; i < Count; i++)
     {
         Vector2 spawnPosition = SPM.GenerateValidCenter(radius);
         float   angle         = SPM.AngleFacingNearestPlayerShip(spawnPosition);
         ChasingEnemyEntity.Spawn(Engine, ProcessManager, spawnPosition, angle);
     }
 }
Exemple #3
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        protected override void OnTrigger()
        {
            //Console.WriteLine("Triggered SpawnShootingTriangle");
            Center = SPM.GenerateValidCenter(radius);

            ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X, Center.Y + 50), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X, Center.Y + 50)));
            ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X - 50, Center.Y - 50)));
            ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X + 50, Center.Y - 50)));
        }
Exemple #4
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        protected override void OnTrigger()
        {
            //Console.WriteLine("Triggered SpawnChasingTrianlge");
            Center = SPM.GenerateValidCenter(radius);

            LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X, Center.Y + 25), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X, Center.Y + 25)));
            LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 29, Center.Y - 25), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X - 29, Center.Y - 25)));
            LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 29, Center.Y - 25), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X + 29, Center.Y - 25)));
        }
Exemple #5
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        protected override void OnTrigger()
        {
            // If Gravity hole is re-implemented, make it so that the two gravity holes are either
            // 1) randomly placed, or 2) Mirrored from each-other

            /*Center = SPM.GenerateValidCenter(radius);
             * GravityHoleEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y));
             * GravityHoleEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y));*/

            Center = SPM.GenerateValidCenter(radius);
            ChasingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y + 50), SPM.AngleFacingNearestPlayerShip(Center));
            ChasingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(Center));

            Center = SPM.GenerateValidCenter(radius);
            ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y + 50), SPM.AngleFacingNearestPlayerShip(Center));
            ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(Center));

            Center = SPM.GenerateValidCenter(radius);
            LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(Center));
            LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y + 50), SPM.AngleFacingNearestPlayerShip(Center));
        }