Esempio n. 1
0
 public override void Initialize(ContentManager content, WaveManager manager)
 {
     infiniteAmmoModeOn = false;
     infiniteFoodModeOn = false;
     isTutorialWave = false;
     waveSize = wavesize;
     spawnTimings = new List<double>(waveSize);
     enemiesToSpawn = new List<Enemy>(waveSize);
     lootList = new List<Loot>(waveSize);
     for (int i = 0; i < waveSize; i++)
     {
         if (i % 4 == 0) enemiesToSpawn.Insert(i, new HeadShotTest());
         else enemiesToSpawn.Insert(i, new Enemy1());
         spawnTimings.Insert(i, baseTime + i * interval);
     }
     lootList.Add(new SniperAmmoLoot(2, content));
     lootList.Add(new FoodLoot(1, content));
     lootList.Add(new MachineGunAmmoLoot(10, content));
     lootList.Add(new FoodLoot(1, content));
     lootList.Add(new MachineGunAmmoLoot(4, content));
     lootList.Add(new SniperAmmoLoot(4, content));
     lootList.Add(new MachineGunAmmoLoot(6, content));
     lootList.Add(new FoodLoot(1, content));
     lootList.Add(new SniperAmmoLoot(3, content));
     lootList.Add(new SniperAmmoLoot(1, content));
     openingTextFilename = "Content//Text//Wave2Open.txt";
     layout = new TowerLayout();
     base.Initialize(content, manager);
 }
Esempio n. 2
0
 public override void Initialize(ContentManager content, WaveManager manager)
 {
     infiniteAmmoModeOn = false;
     infiniteFoodModeOn = true;
     isTutorialWave = false;
     waveSize = wavesize;
     spawnTimings = new List<double>(waveSize);
     enemiesToSpawn = new List<Enemy>(waveSize);
     lootList = new List<Loot>(waveSize);
     enemiesToSpawn.Insert(0, new ParachuteEnemy());
     spawnTimings.Insert(0, baseTime + 0 * interval);
     enemiesToSpawn.Insert(1, new DogEnemy());
     spawnTimings.Insert(1, baseTime + 1 * interval);
     //enemiesToSpawn.Insert(2, new HeadShotTest());
     enemiesToSpawn.Insert(2, new HumanShieldEnemy());
     spawnTimings.Insert(2, baseTime + 1 * interval);
     enemiesToSpawn.Insert(3, new DogEnemy());
     spawnTimings.Insert(3, baseTime + 2 * interval);
     enemiesToSpawn.Insert(4, new HeadShotTest());
     spawnTimings.Insert(4, baseTime + 3 * interval);
     enemiesToSpawn.Insert(5, new Enemy1());
     spawnTimings.Insert(5, baseTime + 3 * interval);
     enemiesToSpawn.Insert(6, new HumanShieldEnemy());
     spawnTimings.Insert(6, baseTime + 6 * interval);
     enemiesToSpawn.Insert(7, new Enemy1());
     spawnTimings.Insert(7, baseTime + 7 * interval);
     enemiesToSpawn.Insert(8, new HeadShotTest());
     spawnTimings.Insert(8, baseTime + 8 * interval);
     enemiesToSpawn.Insert(9, new HeadShotTest());
     spawnTimings.Insert(9, baseTime + 9 * interval);
     //enemiesToSpawn.Insert(10, new HeadShotTest());
     enemiesToSpawn.Insert(10, new ParachuteEnemy());
     spawnTimings.Insert(10, baseTime + 9 * interval);
     enemiesToSpawn.Insert(11, new HeadShotTest());
     spawnTimings.Insert(11, baseTime + 9 * interval + 75);
     enemiesToSpawn.Insert(12, new HumanShieldEnemy());
     spawnTimings.Insert(12, baseTime + 11 * interval);
     enemiesToSpawn.Insert(13, new DogEnemy());
     spawnTimings.Insert(13, baseTime + 11 * interval);
     lootList.Add(new SniperAmmoLoot(2, content));
     lootList.Add(new SniperAmmoLoot(2, content));
     lootList.Add(new MachineGunAmmoLoot(10, content));
     lootList.Add(new SniperAmmoLoot(2, content));
     lootList.Add(new MachineGunAmmoLoot(4, content));
     lootList.Add(new SniperAmmoLoot(2, content));
     lootList.Add(new MachineGunAmmoLoot(6, content));
     lootList.Add(new SniperAmmoLoot(2, content));
     lootList.Add(new SniperAmmoLoot(3, content));
     lootList.Add(new SniperAmmoLoot(1, content));
     lootList.Add(new MachineGunAmmoLoot(6, content));
     lootList.Add(new SniperAmmoLoot(2, content));
     lootList.Add(new SniperAmmoLoot(1, content));
     lootList.Add(new MachineGunAmmoLoot(6, content));
     openingTextFilename = "Content//Text//TowerWave3.txt";
     layout = new TowerLayout();
     base.Initialize(content, manager);
 }