Esempio n. 1
0
        public static EnemyObj BuildEnemy(int enemyType, PlayerObj player, PhysicsManager physicsManager,
                                          ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty, bool doNotInitialize = false)
        {
            EnemyObj enemyObj = null;

            switch (enemyType)
            {
            case 1:
                enemyObj = new EnemyObj_BallAndChain(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 2:
                enemyObj = new EnemyObj_Blob(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 3:
                enemyObj = new EnemyObj_BouncySpike(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 4:
                enemyObj = new EnemyObj_Eagle(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 5:
                enemyObj = new EnemyObj_EarthWizard(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 6:
                enemyObj = new EnemyObj_Eyeball(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 7:
                enemyObj = new EnemyObj_Fairy(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 8:
                enemyObj = new EnemyObj_Fireball(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 9:
                enemyObj = new EnemyObj_FireWizard(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 10:
                enemyObj = new EnemyObj_Horse(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 11:
                enemyObj = new EnemyObj_IceWizard(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 12:
                enemyObj = new EnemyObj_Knight(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 13:
                enemyObj = new EnemyObj_Ninja(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 14:
                enemyObj = new EnemyObj_ShieldKnight(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 15:
                enemyObj = new EnemyObj_Skeleton(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 16:
                enemyObj = new EnemyObj_SwordKnight(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 17:
                enemyObj = new EnemyObj_Turret(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 18:
                enemyObj = new EnemyObj_Wall(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 19:
                enemyObj = new EnemyObj_Wolf(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 20:
                enemyObj = new EnemyObj_Zombie(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 21:
                enemyObj = new EnemyObj_SpikeTrap(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 22:
                enemyObj = new EnemyObj_Plant(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 23:
                enemyObj = new EnemyObj_Energon(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 24:
                enemyObj = new EnemyObj_Spark(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 25:
                enemyObj = new EnemyObj_SkeletonArcher(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 26:
                enemyObj = new EnemyObj_Chicken(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 27:
                enemyObj = new EnemyObj_Platform(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 28:
                enemyObj = new EnemyObj_HomingTurret(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 29:
                enemyObj = new EnemyObj_LastBoss(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 30:
                enemyObj = new EnemyObj_Dummy(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 31:
                enemyObj = new EnemyObj_Starburst(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 32:
                enemyObj = new EnemyObj_Portrait(player, physicsManager, levelToAttachTo, difficulty);
                break;

            case 33:
                enemyObj = new EnemyObj_Mimic(player, physicsManager, levelToAttachTo, difficulty);
                break;
            }
            if (player == null && !doNotInitialize)
            {
                enemyObj.Initialize();
            }
            return(enemyObj);
        }
Esempio n. 2
0
 public static EnemyObj BuildEnemy(int enemyType, PlayerObj player, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty, bool doNotInitialize = false)
 {
     EnemyObj enemyObj = null;
     switch (enemyType)
     {
     case 1:
         enemyObj = new EnemyObj_BallAndChain(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 2:
         enemyObj = new EnemyObj_Blob(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 3:
         enemyObj = new EnemyObj_BouncySpike(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 4:
         enemyObj = new EnemyObj_Eagle(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 5:
         enemyObj = new EnemyObj_EarthWizard(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 6:
         enemyObj = new EnemyObj_Eyeball(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 7:
         enemyObj = new EnemyObj_Fairy(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 8:
         enemyObj = new EnemyObj_Fireball(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 9:
         enemyObj = new EnemyObj_FireWizard(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 10:
         enemyObj = new EnemyObj_Horse(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 11:
         enemyObj = new EnemyObj_IceWizard(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 12:
         enemyObj = new EnemyObj_Knight(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 13:
         enemyObj = new EnemyObj_Ninja(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 14:
         enemyObj = new EnemyObj_ShieldKnight(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 15:
         enemyObj = new EnemyObj_Skeleton(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 16:
         enemyObj = new EnemyObj_SwordKnight(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 17:
         enemyObj = new EnemyObj_Turret(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 18:
         enemyObj = new EnemyObj_Wall(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 19:
         enemyObj = new EnemyObj_Wolf(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 20:
         enemyObj = new EnemyObj_Zombie(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 21:
         enemyObj = new EnemyObj_SpikeTrap(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 22:
         enemyObj = new EnemyObj_Plant(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 23:
         enemyObj = new EnemyObj_Energon(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 24:
         enemyObj = new EnemyObj_Spark(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 25:
         enemyObj = new EnemyObj_SkeletonArcher(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 26:
         enemyObj = new EnemyObj_Chicken(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 27:
         enemyObj = new EnemyObj_Platform(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 28:
         enemyObj = new EnemyObj_HomingTurret(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 29:
         enemyObj = new EnemyObj_LastBoss(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 30:
         enemyObj = new EnemyObj_Dummy(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 31:
         enemyObj = new EnemyObj_Starburst(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 32:
         enemyObj = new EnemyObj_Portrait(player, physicsManager, levelToAttachTo, difficulty);
         break;
     case 33:
         enemyObj = new EnemyObj_Mimic(player, physicsManager, levelToAttachTo, difficulty);
         break;
     }
     if (player == null && !doNotInitialize)
     {
         enemyObj.Initialize();
     }
     return enemyObj;
 }