public EnemyManager(Game1 game) { gRef = game; chaseTex = gRef.Content.Load <Texture2D>("EnemyTex/chaser"); divideTex = gRef.Content.Load <Texture2D>("EnemyTex/divider"); spinTex = gRef.Content.Load <Texture2D>("EnemyTex/spinner"); BulletTex = gRef.Content.Load <Texture2D>("EnemyTex/chaserBullet"); EBranchTex = gRef.Content.Load <Texture2D>("EnemyTex/brancher"); bossTex = gRef.Content.Load <Texture2D>("EnemyTex/boss"); seedTex = gRef.Content.Load <Texture2D>("EnemyTex/seed"); WormTex = gRef.Content.Load <Texture2D>("EnemyTex/worm"); WBossTex = gRef.Content.Load <Texture2D>("EnemyTex/wormBoss"); enemies = new List <Enemy>(); currentTime = 0; counterA = 0; counterB = 0; counterC = 0; counterD = 0; splitTime = 0; StartSpawns = false; float halfH = (float)Game1.ScreenY / 2.0f; float halfW = (float)Game1.ScreenX / 2.0f; screenRadius = (float)Math.Sqrt(halfH * halfH + halfW * halfW); stats = LevelManager.Current.EnemyManage; }
public static void NextLevel() { stats = LevelManager.Current.EnemyManage; KillEveryThing(); currentTime = 0; counterA = 0; counterB = 0; counterC = 0; counterD = 0; ESpinner.CurrentCount = 0; EWorm.CurrentCount = 0; bossMode = false; }