Exemple #1
0
        public Level_3()
            : base()
        {
            SoundEngine.PlayBackgroundMusic(@"sounds\soundtracks\level3.mp3");
            Lvl = 3;
            Enemies = new LinkedList<Enemy>();

            t = 0;
            forward = true;

            Ticks = new LinkedList<int>();
            Ticks.AddLast(50);
            Ticks.AddLast(100);
            Ticks.AddLast(150);
            Ticks.AddLast(200);
            Ticks.AddLast(400);

            EnemyMovement[] m = new EnemyMovement[3];
            m[0].SpeedX = -3;
            m[0].SpeedY = 3;
            m[0].steps = 30;
            m[1].SpeedX = -3;
            m[1].SpeedY = 0;
            m[1].steps = 120;
            m[2].SpeedX = 3;
            m[2].SpeedY = 0;
            m[2].steps = 120;

            Enemy e = new Enemy(800, 100, m, 0, ITERATION * 20);
            Enemies.AddFirst(e);
        }
Exemple #2
0
 // Konstruktor bez fireDelay
 public Enemy(int x, int y, EnemyMovement[] m, int health)
 {
     X = x;
     Y = y;
     movement = m;
     ticks = 0;
     currentMovement = 0;
     SpeedX = movement[currentMovement].SpeedX;
     SpeedY = movement[currentMovement].SpeedY;
     spriteIndex = GraphicsEngine.randomizer.Next(23);
     Sprite = GraphicsEngine.enemySprites[spriteIndex][0];
     Health = health;
     CanFire = 0;
     fireDelay = 100;
 }
Exemple #3
0
 // Konstruktor sas tip i fireDelay
 public Enemy(int x, int y, EnemyMovement[] m, int health, int type, int fireDelay)
     : this(x, y, m, health, fireDelay)
 {
     spriteIndex = type;
     //Da se doimplementira
 }
Exemple #4
0
 // Konstruktor sas fireDelay
 public Enemy(int x, int y, EnemyMovement[] m, int health, int fireDelay)
     : this(x, y, m, health)
 {
     this.fireDelay = fireDelay;
 }
Exemple #5
0
        private void AddEnemies()
        {
            for (int i = 0; i < 10; i++)
            {
                EnemyMovement[] m = new EnemyMovement[1];
                m[0].SpeedX = -4;
                m[0].SpeedY = 1;
                m[0].steps = 100;
                Enemy e = new Enemy(740, 200 + i*3, m, ITERATION * 20, 1, 200);
                Enemies.AddLast(new EnemyWrapper(e, 50 + i * 40));
            }

            for (int i = 0; i < 10; i++)
            {
                EnemyMovement[] m = new EnemyMovement[1];
                m[0].SpeedX = -5;
                m[0].SpeedY = -2;
                m[0].steps = 100;
                Enemy e = new Enemy(740, 400 + i * 3, m, ITERATION * 20, 5, 200);
                Enemies.AddLast(new EnemyWrapper(e, 500 + i * 40));
            }

            for (int i = 0; i < 5; i++)
            {
                EnemyMovement[] m = new EnemyMovement[1];
                m[0].SpeedX = -10;
                m[0].SpeedY = 0;
                m[0].steps = 100;
                Enemy e = new Enemy(740, 200 + i * 20, m, ITERATION * 20, (i % 2 == 0) ? 8: 11, 50);
                Enemies.AddLast(new EnemyWrapper(e, 1050 + i * 150));
            }

            //for (int i = 0; i < 5; i++)
            //{
            //    EnemyMovement[] m = new EnemyMovement[1];
            //    m[0].SpeedX = -5;
            //    m[0].SpeedY = 0;
            //    m[0].steps = 300;
            //    Enemy e = new Enemy(740, 200 + i * 10, m, 0, ITERATION * 20, 9, 100);
            //    Enemies.AddLast(new EnemyWrapper(e, 500 + i * 165));
            //}

            //for (int i = 0; i < 18; i++)
            //{
            //    EnemyMovement[] m = new EnemyMovement[1];
            //    m[0].SpeedX = -5;
            //    m[0].SpeedY = 0;
            //    m[0].steps = 300;
            //    Enemy e = new Enemy(740, 200 + i * 3, m, 0, ITERATION * 20, 2, 100);
            //    Enemies.AddLast(new EnemyWrapper(e, 500 + i * 150));
            //}

            for (int i = 0; i < 5; i++)
            {
                EnemyMovement[] m = new EnemyMovement[3];
                m[0].SpeedX = -5;
                m[0].SpeedY = 0;
                m[0].steps = 200;
                m[1].SpeedX = 5;
                m[1].SpeedY = +1;
                m[1].steps = 200;
                m[2].SpeedX = -5;
                m[2].SpeedY = -1;
                m[2].steps = 200;
                Enemy e = new Enemy(740, 250 + i * 3, m, ITERATION * 20 + 200, 22, 80);
                Enemies.AddLast(new EnemyWrapper(e, 1900 + i * 100));
            }
        }
Exemple #6
0
        private void SetEnemies(int t)
        {
            if (t == 50 || t == 100 || t == 150 || t == 200)
            {
                Enemies = new LinkedList<Enemy>();
                EnemyMovement[] m = new EnemyMovement[3];
                m[0].SpeedX = -3;
                m[0].SpeedY = 3;
                m[0].steps = 30;
                m[1].SpeedX = -3;
                m[1].SpeedY = 0;
                m[1].steps = 120;
                m[2].SpeedX = 3;
                m[2].SpeedY = 0;
                m[2].steps = 120;

                Enemy e = new Enemy(800, 100, m, 0, ITERATION * 20);
                Enemies.AddFirst(e);
            }
            else if (t == 400)
            {
                Enemies = new LinkedList<Enemy>();
                EnemyMovement[] m = new EnemyMovement[9];
                m[0].SpeedX = -4;
                m[0].SpeedY = 0;
                m[0].steps = 20;
                m[1].SpeedX = -4;
                m[1].SpeedY = 0;
                m[1].steps = 20;
                m[2].SpeedX = -4;
                m[2].SpeedY = 4;
                m[2].steps = 20;
                m[3].SpeedX = -4;
                m[3].SpeedY = 0;
                m[3].steps = 20;
                m[4].SpeedX = -4;
                m[4].SpeedY = 4;
                m[4].steps = 20;
                m[5].SpeedX = 4;
                m[5].SpeedY = -4;
                m[5].steps = 20;
                m[6].SpeedX = 4;
                m[6].SpeedY = 0;
                m[6].steps = 20;
                m[7].SpeedX = 4;
                m[7].SpeedY = -4;
                m[7].steps = 20;
                m[8].SpeedX = 4;
                m[8].SpeedY = 0;
                m[8].steps = 20;

                Enemy e = new Enemy(700, 100, m, 0, ITERATION * 20);
                Enemies.AddFirst(e);

                EnemyMovement[] m1 = new EnemyMovement[9];
                m1[0].SpeedX = -4;
                m1[0].SpeedY = 0;
                m1[0].steps = 20;
                m1[1].SpeedX = -4;
                m1[1].SpeedY = 0;
                m1[1].steps = 20;
                m1[2].SpeedX = -4;
                m1[2].SpeedY = -4;
                m1[2].steps = 20;
                m1[3].SpeedX = -4;
                m1[3].SpeedY = 0;
                m1[3].steps = 20;
                m1[4].SpeedX = -4;
                m1[4].SpeedY = -4;
                m1[4].steps = 20;
                m1[5].SpeedX = 4;
                m1[5].SpeedY = 4;
                m1[5].steps = 20;
                m1[6].SpeedX = 4;
                m1[6].SpeedY = 0;
                m1[6].steps = 20;
                m1[7].SpeedX = 4;
                m1[7].SpeedY = 4;
                m1[7].steps = 20;
                m1[8].SpeedX = 4;
                m1[8].SpeedY = 0;
                m1[8].steps = 20;

                e = new Enemy(700, 450, m1, 0, ITERATION * 20);
                Enemies.AddFirst(e);

                EnemyMovement[] m2 = new EnemyMovement[7];
                m2[0].SpeedX = -3;
                m2[0].SpeedY = 3;
                m2[0].steps = 30;
                m2[1].SpeedX = -3;
                m2[1].SpeedY = -3;
                m2[1].steps = 30;
                m2[2].SpeedX = -3;
                m2[2].SpeedY = 3;
                m2[2].steps = 30;
                m2[3].SpeedX = 3;
                m2[3].SpeedY = -3;
                m2[3].steps = 30;
                m2[4].SpeedX = 3;
                m2[4].SpeedY = 3;
                m2[4].steps = 30;
                m2[5].SpeedX = 3;
                m2[5].SpeedY = -3;
                m2[5].steps = 30;
                m2[6].SpeedX = -3;
                m2[6].SpeedY = 3;
                m2[6].steps = 30;

                e = new Enemy(700, 200, m2, 0, ITERATION * 20);
                Enemies.AddFirst(e);

                EnemyMovement[] m3 = new EnemyMovement[7];
                m3[0].SpeedX = -3;
                m3[0].SpeedY = -3;
                m3[0].steps = 30;
                m3[1].SpeedX = -3;
                m3[1].SpeedY = 3;
                m3[1].steps = 30;
                m3[2].SpeedX = -3;
                m3[2].SpeedY = -3;
                m3[2].steps = 30;
                m3[3].SpeedX = 3;
                m3[3].SpeedY = 3;
                m3[3].steps = 30;
                m3[4].SpeedX = 3;
                m3[4].SpeedY = -3;
                m3[4].steps = 30;
                m3[5].SpeedX = 3;
                m3[5].SpeedY = 3;
                m3[5].steps = 30;
                m3[6].SpeedX = -3;
                m3[6].SpeedY = -3;
                m3[6].steps = 30;

                e = new Enemy(700, 275, m3, 0, ITERATION * 20);
                Enemies.AddFirst(e);
            }
        }