private void CreateFairy(GameTypes.EnemyDifficulty difficulty) { var enemyObj_Fairy = new EnemyObj_Fairy(null, null, null, difficulty); enemyObj_Fairy.Position = Position; enemyObj_Fairy.DropsItem = false; if (m_target.X < enemyObj_Fairy.X) { enemyObj_Fairy.Orientation = MathHelper.ToRadians(0f); } else { enemyObj_Fairy.Orientation = MathHelper.ToRadians(180f); } enemyObj_Fairy.Level = Level - 7 - 1; m_levelScreen.AddEnemyToCurrentRoom(enemyObj_Fairy); enemyObj_Fairy.PlayAnimation(); enemyObj_Fairy.MainFairy = false; enemyObj_Fairy.SavedStartingPos = enemyObj_Fairy.Position; enemyObj_Fairy.SaveToFile = false; if (LevelEV.SHOW_ENEMY_RADII) { enemyObj_Fairy.InitializeDebugRadii(); } enemyObj_Fairy.SpawnRoom = m_levelScreen.CurrentRoom; enemyObj_Fairy.GivesLichHealth = false; }
public EnemyObj_Horse(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyHorseRun_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 10; m_fireShieldList = new List <ProjectileObj>(); }
public EnemyObj_Fireball(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyGhostIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 8; TintablePart = _objectList[0]; }
public EnemyObj_BouncySpike(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyBouncySpike_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 3; NonKillable = true; }
public EnemyObj_SkeletonArcher(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySkeletonArcherIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 25; TintablePart = _objectList[0]; }
public EnemyObj_BallAndChain(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyFlailKnight_Character", target, physicsManager, levelToAttachTo, difficulty) { BallAndChain = new ProjectileObj("EnemyFlailKnightBall_Sprite"); BallAndChain.IsWeighted = false; BallAndChain.CollidesWithTerrain = false; BallAndChain.IgnoreBoundsCheck = true; BallAndChain.OutlineWidth = 2; BallAndChain2 = (BallAndChain.Clone() as ProjectileObj); m_chain = new SpriteObj("EnemyFlailKnightLink_Sprite"); m_chainLinksList = new List <Vector2>(); m_chainLinks2List = new List <Vector2>(); for (var i = 0; i < m_numChainLinks; i++) { m_chainLinksList.Add(default(Vector2)); } for (var j = 0; j < m_numChainLinks / 2; j++) { m_chainLinks2List.Add(default(Vector2)); } Type = 1; TintablePart = _objectList[3]; m_walkSound = new FrameSoundObj(this, m_target, 1, "KnightWalk1", "KnightWalk2"); m_walkSound2 = new FrameSoundObj(this, m_target, 6, "KnightWalk1", "KnightWalk2"); }
public EnemyObj_Wall(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyGhostIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { CollisionTypeTag = 4; Type = 18; }
public EnemyObj_Wolf(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyWargIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 19; m_startDelayCounter = m_startDelay; m_runFrameSound = new FrameSoundObj(this, 1, "Wolf_Move01", "Wolf_Move02", "Wolf_Move03"); }
public EnemyObj_Mimic(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyMimicIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 33; OutlineWidth = 0; m_closeSound = new FrameSoundObj(this, m_target, 1, "Chest_Snap"); }
public EnemyObj_FireWizard(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyWizardIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 9; PlayAnimation(); TintablePart = _objectList[0]; }
public EnemyObj_SwordKnight(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySwordKnightIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 16; m_walkSound = new FrameSoundObj(this, m_target, 1, "KnightWalk1", "KnightWalk2"); m_walkSound2 = new FrameSoundObj(this, m_target, 6, "KnightWalk1", "KnightWalk2"); }
public EnemyObj_Knight(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySpearKnightIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { TintablePart = _objectList[1]; Type = 12; m_walkSound = new FrameSoundObj(this, m_target, 1, "KnightWalk1", "KnightWalk2"); m_walkSound2 = new FrameSoundObj(this, m_target, 6, "KnightWalk1", "KnightWalk2"); }
public EnemyObj_HomingTurret(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyHomingTurret_Character", target, physicsManager, levelToAttachTo, difficulty) { StopAnimation(); ForceDraw = true; Type = 28; PlayAnimationOnRestart = false; }
public EnemyObj_Fairy(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyFairyGhostIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { PlayAnimation(); MainFairy = true; TintablePart = _objectList[0]; Type = 7; }
public EnemyObj_SpikeTrap(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySpikeTrap_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 21; StopAnimation(); PlayAnimationOnRestart = false; NonKillable = true; }
public EnemyObj_Blob(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyBlobIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { MainBlob = true; TintablePart = _objectList[0]; PlayAnimation(); m_invincibleCounter = 0.5f; Type = 2; }
public EnemyObj_Eyeball(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyEyeballIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { m_pupil = new SpriteObj("EnemyEyeballPupil_Sprite"); AddChild(m_pupil); m_squishSound = new FrameSoundObj(this, m_target, 2, "Eyeball_Prefire"); Type = 6; DisableCollisionBoxRotations = false; }
public EnemyObj_Portrait(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyPortrait_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 32; var spriteName = "FramePicture" + CDGMath.RandomInt(1, 16) + "_Sprite"; GetChildAt(0).ChangeSprite(spriteName); GetChildAt(0); DisableCollisionBoxRotations = false; }
public EnemyObj_Turret(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyTurretFire_Character", target, physicsManager, levelToAttachTo, difficulty) { IsCollidable = false; ForceDraw = true; Type = 17; StopAnimation(); PlayAnimationOnRestart = false; NonKillable = true; }
public EnemyObj_Zombie(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyZombieLower_Character", target, physicsManager, levelToAttachTo, difficulty) { GoToFrame(TotalFrames); Lowered = true; ForceDraw = true; StopAnimation(); Type = 20; PlayAnimationOnRestart = false; }
public EnemyObj_Ninja(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyNinjaIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 13; m_smoke = new SpriteObj("NinjaSmoke_Sprite"); m_smoke.AnimationDelay = 0.05f; m_log = new SpriteObj("Log_Sprite"); m_smoke.Visible = false; m_smoke.Scale = new Vector2(5f, 5f); m_log.Visible = false; m_log.OutlineWidth = 2; }
public EnemyObj_Platform(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyPlatform_Character", target, physicsManager, levelToAttachTo, difficulty) { CollisionTypeTag = 1; Type = 27; CollidesBottom = false; CollidesLeft = false; CollidesRight = false; StopAnimation(); PlayAnimationOnRestart = false; NonKillable = true; DisableCollisionBoxRotations = false; }
public EnemyObj_Energon(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyEnergonIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 23; m_shield = new SpriteObj("EnergonSwordShield_Sprite"); m_shield.AnimationDelay = 0.1f; m_shield.PlayAnimation(); m_shield.Opacity = 0.5f; m_shield.Scale = new Vector2(1.2f, 1.2f); m_projectilePool = new DS2DPool <EnergonProjectileObj>(); for (var i = 0; i < (int)m_poolSize; i++) { var energonProjectileObj = new EnergonProjectileObj("EnergonSwordProjectile_Sprite", this); energonProjectileObj.Visible = false; energonProjectileObj.CollidesWithTerrain = false; energonProjectileObj.PlayAnimation(); energonProjectileObj.AnimationDelay = 0.05f; m_projectilePool.AddToPool(energonProjectileObj); } }
public EnemyObj_Starburst(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyStarburstIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 31; }
public EnemyObj_Chicken(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyChickenRun_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 26; }
public EnemyObj_LastBoss(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("PlayerIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { }
public EnemyTemplate(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemySpriteNameGoesHere", target, physicsManager, levelToAttachTo, difficulty) { }
public EnemyObj_Dummy(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("Dummy_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 30; }
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); }
public EnemyObj(string spriteName, PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base(spriteName, physicsManager, levelToAttachTo) { }