public Enemy createEnemy(int posX, int posY, Enemy.Type type) { Enemy e = null; switch (type) { case Enemy.Type.Goblin: // Create a smelly goblin e = new Goblin(context, posX, posY); break; case Enemy.Type.Skeleton: // Create a scary skeleton e = new Skeleton(context, posX, posY); break; } addEntity(100, e, e.id); StateChange sc = StateChangeFactory.createEntityStateChange(e.id, posX, posY, e.frameWidth, e.GetFrameTime(), e.getDefaultTexture(), e.scale, 100); changes.Add(sc); return e; }
public Enemy.Type type; // Type of enemy to create #endregion Fields #region Constructors /// <summary> /// Create a new SpawnCommand. /// </summary> public SpawnCommand(Vector2 pos, Enemy.Type type, TimeSpan offset) { this.pos = pos; this.type = type; this.offset = offset; }