Esempio n. 1
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 public AEnemyObject(PigTypes pigType, SpriteGenerator sprites, Vector2 beginPosition, Dictionary <TextTypes, SpriteFont> spriteFonts, int hearts, int attackDamage, MoveTypes moveTypes) : base(pigType, sprites, beginPosition, spriteFonts, moveTypes)
 {
     beginHearts       = hearts;
     beginAttackDamage = attackDamage;
     Attack            = new AttackCommand();
     Hearts            = hearts;
     AttackDamage      = attackDamage;
     CheckSprites();
 }
Esempio n. 2
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        public static AEnemyObject EnemyFactory(PigTypes types, SpriteGenerator opbouwSprites, int oneBlockStep, List <IRoomLayout> worlds, int a, int x, int y, Dictionary <TextTypes, SpriteFont> spriteFonts, int enemyHearts, int enemyAttackDamage)
        {
            var type = Type.GetType("Pigit.Objects.NPCObjects." + types.ToString(), throwOnError: false);

            if (type != null)
            {
                return((AEnemyObject)Activator.CreateInstance(type, opbouwSprites.GetSpritePig(12), new Vector2(y * oneBlockStep, x * oneBlockStep), (MoveTypes)(worlds[a].Enemys[x, y] % 10), spriteFonts, enemyHearts, enemyAttackDamage));
            }
            return(null);
        }
        public ANPCObject(PigTypes pigType, SpriteGenerator sprites, Vector2 beginPosition, Dictionary <TextTypes, SpriteFont> spriteFonts, MoveTypes moveTypes)
        {
            text = new EnemyText(spriteFonts);
            switch (pigType)
            {
            case PigTypes.Standard:
                this.sprites = sprites.GetSpritePig(12);
                break;

            default:
                break;
            }
            Positie           = beginPosition;
            this.MovementType = moveTypes;
            CheckSprites();
        }
 public Enemy(PigTypes pigType, SpriteGenerator sprites, Vector2 beginPosition, MoveTypes moveTypes, Dictionary <TextTypes, SpriteFont> spriteFonts, int hearts = 10, int attackDamage = 1) : base(pigType, sprites, beginPosition, spriteFonts, hearts, attackDamage, moveTypes)
 {
 }