Esempio n. 1
0
        public void LoadContent()
        {
            _boids.LoadContent();
            switch (_waveNumber)
            {
            case 1:
                Global.EnemyColor        = Color.LightGreen;
                Global.EnemyFighterColor = Color.LightGreen;

                Global.EnemyFighterHealth    = 10;
                Global.EnemyFighterDamage    = 0;
                Global.EnemyFighterKillMoney = 2000;

                Global.EnemyFighter2Health    = 10;
                Global.EnemyFighter2Damage    = 0;
                Global.EnemyFighter2KillMoney = 2000;

                Global.EnemyFighter3Health    = 10;
                Global.EnemyFighter3Damage    = 0;
                Global.EnemyFighter3KillMoney = 2000;

                Global.EnemyBomberHealth    = 10;
                Global.EnemyBomberDamage    = 0;
                Global.EnemyBomberKillMoney = 2000;

                Global.EnemyBomber2Health    = 10;
                Global.EnemyBomber2Damage    = 0;
                Global.EnemyBomber2KillMoney = 2000;


                _boids.addBoid(new Vector3(150, 0, 50), Boids.EnemyType.Fighter);
                _boids.addBoid(new Vector3(250, 0, 50), Boids.EnemyType.Fighter);
                _boids.addBoid(new Vector3(350, 0, 50), Boids.EnemyType.Fighter);

                _boids.addBoid(new Vector3(150, 0, -50), Boids.EnemyType.Bomber2);
                _boids.addBoid(new Vector3(250, 0, -50), Boids.EnemyType.Fighter2);
                _boids.addBoid(new Vector3(350, 0, -50), Boids.EnemyType.Bomber2);

                _boids.addBoid(new Vector3(150, 0, -150), Boids.EnemyType.Fighter3);
                _boids.addBoid(new Vector3(250, 0, -150), Boids.EnemyType.Fighter3);
                _boids.addBoid(new Vector3(350, 0, -150), Boids.EnemyType.Fighter3);

                _boids.addBoid(new Vector3(450, 0, 25), Boids.EnemyType.Bomber);


                break;


            default:

                break;
            }
        }
Esempio n. 2
0
        public void LoadContent()
        {
            _boids.LoadContent();
            switch (_waveNumber)
            {
            case 0:
                Global.EnemyFighterHealth    = 30;
                Global.EnemyFighterDamage    = 5;
                Global.EnemyFighterKillMoney = 25;

                Global.EnemyBomberHealth    = 60;
                Global.EnemyBomberDamage    = 100;
                Global.EnemyBomberKillMoney = 50;

                _boids.addRandomBoids(2, Boids.EnemyType.Fighter);
                _boids.addRandomBoids(2, Boids.EnemyType.Bomber2);
                break;

            case 1:
                Global.EnemyColor        = Color.LightGreen;
                Global.EnemyFighterColor = Color.LightGreen;

                Global.EnemyFighterHealth    = 10;
                Global.EnemyFighterDamage    = 0;
                Global.EnemyFighterKillMoney = 8000;

                Global.EnemyBomber2Health    = 10;
                Global.EnemyBomber2Damage    = 0;
                Global.EnemyBomber2KillMoney = 8000;

                _boids.addRandomBoids(2, Boids.EnemyType.Bomber2);
                _boids.addRandomBoids(4, Boids.EnemyType.Fighter);
                break;

            case 2:
                Global.EnemyColor        = Color.Crimson;
                Global.EnemyFighterColor = Color.Red;
                Global.EnemyBomberColor  = Color.Red;
                Global.EnemyBossColor    = Color.DarkGoldenrod;

                Global.EnemyFighterHealth    = 50;
                Global.EnemyFighterDamage    = 0;
                Global.EnemyFighterKillMoney = 2000;

                Global.EnemyFighter2Health    = 50;
                Global.EnemyFighter2Damage    = 0;
                Global.EnemyFighter2KillMoney = 2000;

                Global.EnemyBomberHealth    = 50;
                Global.EnemyBomberDamage    = 0;
                Global.EnemyBomberKillMoney = 2000;

                Global.EnemyBossHealth    = 50;
                Global.EnemyBossDamage    = 0;
                Global.EnemyBossKillMoney = 2000;

                Global.EnemyAttackTowerHealth    = 50;
                Global.EnemyAttackTowerDamage    = 0;
                Global.EnemyAttackTowerKillMoney = 2000;

                _boids.addRandomBoids(10, Boids.EnemyType.Fighter);
                _boids.addRandomBoids(10, Boids.EnemyType.Fighter2);
                _boids.addRandomBoids(6, Boids.EnemyType.Bomber);
                _boids.addRandomBoids(1, Boids.EnemyType.Boss);
                break;

            case 3:
                Global.EnemyColor        = Color.Crimson;
                Global.EnemyFighterColor = Color.Red;
                Global.EnemyBomberColor  = Color.Red;

                Global.EnemyBomberHealth    = 100000;
                Global.EnemyBomberDamage    = 1000;
                Global.EnemyBomberKillMoney = 0;

                _boids.addRandomBoids(10, Boids.EnemyType.Bomber);
                break;

            default:

                break;
            }
        }