public override List <StandardEnemy> CreateStandardEnemyQuaterLeft(string bulletType, int num) { List <StandardEnemy> enemies = new List <StandardEnemy>(); Random _rand = new Random(); float startX = (float)_rand.Next((int)20f, (int)600f); for (int i = 0; i < num; i++) { var sEnemy = StandardEnemyFactory.Create( GameArt.StandardEnemies, new Vector2(4f, 4f), new Vector2(startX, -10f - (80f * i)), new Vector2(-100f, 250f), new List <MovePattern> { MovePattern.QuarterTurnLeft } //new List<BulletPatterns>() { } ); if (bulletType != "") { BulletPatternFactory.PatternTypes bType = BulletPatternFactory.PatternTypes.Single; if (bulletType == "Circular") { bType = BulletPatternFactory.PatternTypes.Circular; } else if (bulletType == "Signle") { bType = BulletPatternFactory.PatternTypes.Single; } else if (bulletType == "HalfCircle") { bType = BulletPatternFactory.PatternTypes.HalfCircle; } else if (bulletType == "Random") { bType = BulletPatternFactory.PatternTypes.Random; } sEnemy.Bullets = new List <BulletPatterns> { CreateBulletPattern(bType, sEnemy.Position) //CreateBulletPattern(BulletPatternFactory.PatternTypes.HalfCircle, oneEnemy.Position), //CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, oneEnemy.Position) }; } //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Single, sEnemy.Position)); //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, sEnemy.Position)); enemies.Add(sEnemy); } return(enemies); }
public override List <StandardEnemy> CreateStandardEnemyHorizontal(string bulletType, int num) { List <StandardEnemy> enemies = new List <StandardEnemy>(); for (int i = 0; i < num; i++) { var sEnemy = StandardEnemyFactory.Create( GameArt.StandardEnemies, new Vector2(4f, 4f), new Vector2(10f + (100f * i), -10f - (30f * i)), new Vector2(150f + (55f * i), 200f), new List <MovePattern> { MovePattern.Straight, MovePattern.Delay, MovePattern.Straight } //new List<BulletPatterns>() { } ); if (bulletType != "") { BulletPatternFactory.PatternTypes bType = BulletPatternFactory.PatternTypes.Single; if (bulletType == "Circular") { bType = BulletPatternFactory.PatternTypes.Circular; } else if (bulletType == "Signle") { bType = BulletPatternFactory.PatternTypes.Single; } else if (bulletType == "HalfCircle") { bType = BulletPatternFactory.PatternTypes.HalfCircle; } else if (bulletType == "Random") { bType = BulletPatternFactory.PatternTypes.Random; } sEnemy.Bullets = new List <BulletPatterns> { CreateBulletPattern(bType, sEnemy.Position) //CreateBulletPattern(BulletPatternFactory.PatternTypes.HalfCircle, oneEnemy.Position), //CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, oneEnemy.Position) }; } //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Single, sEnemy.Position)); //sEnemy.Bullets.Add(CreateBulletPattern(BulletPatternFactory.PatternTypes.Single, sEnemy.Position)); enemies.Add(sEnemy); } return(enemies); }
public override List <StandardEnemy> CreateButterflyEnemy(string bulletType, int num) { List <StandardEnemy> bEnemy = new List <StandardEnemy>(); var oneEnemy = StandardEnemyFactory.Create( GameArt.ButterflyEnemies, new Vector2(1.5f, 2f), new Vector2(_rand.Next(150, 750), -10f), new Vector2(1f, 1f), new List <MovePattern> { MovePattern.Butterfly } //new List<BulletPatterns>() { } ); if (bulletType != "") { BulletPatternFactory.PatternTypes bType = BulletPatternFactory.PatternTypes.Single; if (bulletType == "Circular") { bType = BulletPatternFactory.PatternTypes.Circular; } else if (bulletType == "Signle") { bType = BulletPatternFactory.PatternTypes.Single; } else if (bulletType == "HalfCircle") { bType = BulletPatternFactory.PatternTypes.HalfCircle; } else if (bulletType == "Random") { bType = BulletPatternFactory.PatternTypes.Random; } oneEnemy.Bullets = new List <BulletPatterns> { CreateBulletPattern(bType, oneEnemy.Position) //CreateBulletPattern(BulletPatternFactory.PatternTypes.HalfCircle, oneEnemy.Position), //CreateBulletPattern(BulletPatternFactory.PatternTypes.Random, oneEnemy.Position) }; } bEnemy.Add(oneEnemy); return(bEnemy); }