/// <summary> /// Initializes a new instance of the <see cref="SeismicCharge"/> class. /// </summary> /// <param name="sprite">sprite of the enemy.</param> /// <param name="movement">movement pattern.</param> public SeismicCharge(SpriteN sprite, Movement movement) : base(sprite, movement) { float r = (float)(this.Sprite.Texture.Width > this.Sprite.Texture.Height ? Sprite.Texture.Height : Sprite.Texture.Width); var p = Position; this.hitCircle = new HitCircle(p, r / 2); }
public EnemyFactory(List <LifetimeEntity> enemyList, List <LifetimeEntity> bulletSpawnerList, BulletSpawner spawner, SpriteN sprite, Movement movement, int health = 100, float delay = 0) { bulletSpawner = spawner; this.enemyList = enemyList; spawnerList = bulletSpawnerList; this.sprite = sprite; mMovement = movement; this.health = health; }
public SpawnPattern(List <Bullet> bullets, SpriteN bulletSprite, float speed, int totalBullets, double spawnRate) { this.bulletList = bullets; this.bulletSprite = bulletSprite; this.totalBullets = totalBullets; this.spawnRate = spawnRate; this.numSpawned = 0; this.IsEnabled = false; this.timeElapsed = 0; this.speed = speed; this.sound = SoundManager.Instance; this.volume = VolumeManager.Instance; }
public LinearPattern(List <Bullet> bullets, SpriteN bulletSprite, float speed, int totalBullets, double spawnRate) : base(bullets, bulletSprite, speed, totalBullets, spawnRate) { mPlayer = Player.Instance(); }
/// <summary> /// Initializes a new instance of the <see cref="Item"/> class. /// </summary> /// <param name="sprite">sprite of the enemy.</param> /// <param name="movement">movement pattern.</param> public Item(SpriteN sprite, Movement movement) : base(sprite, movement) { }
public SpiralPattern(List <Bullet> bullets, SpriteN bulletSprite, float speed, int totalBullets, double spawnRate, int rotations = 1, float finalDist = 300) : base(bullets, bulletSprite, speed, totalBullets, spawnRate) { finalDistance = finalDist; this.rotations = rotations; }
public SurroundPattern(List <Bullet> bulletList, SpriteN bulletSprite, float speed, int spawnCount, float spawnRate, int fireCount = 10) : base(bulletList, bulletSprite, speed, spawnCount, spawnRate) { rPlayer = Player.Instance(); this.fireCount = fireCount; }
public SeismicChargesDisplay(SeismicChargeCount seismicChargeCount) { this.chargeSprite = ItemsSpriteFactory.Create("seismic"); this.seismicChargeCount = seismicChargeCount; }
public PlayerShoot(SpriteN bulletSprite) { this.bulletSprite = bulletSprite; manager = BulletManager.Instance; }