public void addEnemy(Enemy e) { enemies.Add(e); }
public void requestDeleteOf(Enemy e) { enemiesToDelete.Add(e); }
void loadSpeechCinematic(Enemy kingTomato) { Cinematic cinematic = new Cinematic(); ActorEvent ae1 = new ActorEvent(GamerManager.getMainPlayer(), false); ae1.moveTo(new Vector3(0.0f, 0, 0.0f), Player.SPEED, true); ActorEvent ae2 = new ActorEvent(GamerManager.getMainPlayer(), false); ae2.setOrientation(-Calc.PiOver4); ActorEvent ae3 = new ActorEvent(kingTomato, false); ae3.setAt(new Vector3(1200.0f, 1000.0f, 0.0f)); ae3.moveTo(new Vector3(600.0f, 360.0f, 0.0f), KingTomato.SPEED); DialogEvent de1 = new DialogEvent(tDialogCharacter.KingTomato, TextKey.DialogTomatoComes1.Translate()); DialogEvent de2 = new DialogEvent(tDialogCharacter.Wish, TextKey.DialogTomatoComes2.Translate()); DialogEvent de3 = new DialogEvent(tDialogCharacter.KingTomato, TextKey.DialogTomatoComes3.Translate()); cinematic.events.Add((CinematicEvent)ae1); cinematic.events.Add((CinematicEvent)ae2); cinematic.events.Add((CinematicEvent)ae3); cinematic.events.Add((CinematicEvent)de1); cinematic.events.Add((CinematicEvent)de2); cinematic.events.Add((CinematicEvent)de3); CinematicManager.Instance.addCinematic("kingTomatoSpeech", cinematic); }
private void AddEnemy(Vector2 position) { Enemy enemy = new Enemy (); enemy.Initialize (Graphics.Enemy, position); enemies.Add (enemy); }
void setNewSpawnPosition(float cameraTopY, Enemy enemy) { Vector2 spawnPosition = Vector2.Zero; if (enemy is Orange) { ((Orange)enemy).initialize(); spawnPosition.Y = enemy.positionY; } else { spawnPosition.Y = cameraTopY + enemy.getRadius(); } bool found = false; float allowedDistance = enemy.getRadius(); float allowedDistanceSquared; int step = -1; do { ++step; allowedDistance += 5.0f; allowedDistanceSquared = allowedDistance * allowedDistance; spawnPosition.X = Calc.randomScalar(zone.Left, zone.Right); for (int i = 0; i < spawnPositions.Length; ++i) { if (Vector2.DistanceSquared(spawnPosition, spawnPositions[i]) > allowedDistanceSquared) { found = true; break; } } } while (!found); enemy.position2D = spawnPosition; }