private void GenerateTrojan()
        {
            if (OGE.CurrentWorld.GetCollisionEntitiesType(CollisionType.Player).Count <= 0 ||
                OGE.CurrentWorld.GetCollisionEntitiesType(CollisionType.Enemy).Count > BaseGenerator.MAXIMUM_GENRATION)
            {
                return;
            }

            TroyEnemy temp = new TroyEnemy();
            temp.Position = Position;
            temp.GeneratedTroy();
            OGE.CurrentWorld.AddEntity(temp);
        }
Exemple #2
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        private void Summon()
        {
            TroyEnemy troy = new TroyEnemy();
            troy.Position = new Vector2(Position.X, Position.Y);
            troy.JumpDirection(CurrentImage.Angle);
            troy.GeneratedTroy();
            OGE.CurrentWorld.AddEntity(troy);

            troy = new TroyEnemy();
            troy.Position = new Vector2(Position.X, Position.Y);
            troy.JumpDirection(CurrentImage.Angle + 90);
            troy.GeneratedTroy();
            OGE.CurrentWorld.AddEntity(troy);

            troy = new TroyEnemy();
            troy.Position = new Vector2(Position.X, Position.Y);
            troy.JumpDirection(CurrentImage.Angle + 180);
            troy.GeneratedTroy();
            OGE.CurrentWorld.AddEntity(troy);

            troy = new TroyEnemy();
            troy.Position = new Vector2(Position.X, Position.Y);
            troy.JumpDirection(CurrentImage.Angle + 270);
            troy.GeneratedTroy();
            OGE.CurrentWorld.AddEntity(troy);

            status = BossState.Wait;
            waitAlarm.Start();
        }