public Level() { TransitionOffTime = TimeSpan.Zero; TransitionOnTime = TimeSpan.Zero; EnemyDiedEvent = EnemyDied; _level = 1; }
public Enemy(Vector2 position, float health, int bountyGiven, float speed, Player player, List<Texture2D> textures, Pathfinder pathFinder) : base(textures[0], position) { this.startHealth = health; this.currentHealth = startHealth; this.player = player; this.bountyGiven = bountyGiven; this.speed = speed; EnemyDied += new EnemyDiedEventHandler(player.RaiseStats); this.textures = textures; this.pathFinder = pathFinder; }