/// <summary> /// Initializes a new Enemy. /// </summary> /// <param name="gamePage">The GamePage that has the SpriteBatch the cat should use for rendering.</param> public td_Tower(string id, Game game, SpriteBatch spriteBatch, td_Level level, int x, int y) : base(game) { this.ID = id; this.spriteBatch = spriteBatch; this.level = level; this.TextureName = "Tower"; //this.Bullets = new List<td_Bullet>(); this.FireCooldown = 0; this.FireCooldownRate = 1; this.FireRate = 40; this.BulletRange = 700; this.BulletDamage = 10; this.BulletArmorPierce = 6; this.BulletDamageType = DamageType.Bullet; this.BulletSize = 10; // Generate a rotation offset //rotationOffset = (float)random.NextDouble() * MathHelper.Pi; // Generate a random position Position = new Vector2(x, y); // bottomish middle?? // Generate a random velocity //int xDirection = random.Next() % 2 == 0 ? 1 : -1; //int yDirection = random.Next() % 2 == 0 ? 1 : -1; Angle = new Vector2(0, 0); // none? // random.Next(100, 200) * xDirection, // random.Next(100, 200) * yDirection); }
/// <summary> /// Initializes a new Enemy. /// </summary> /// <param name="gamePage">The GamePage that has the SpriteBatch the cat should use for rendering.</param> public td_Enemy(Game game, SpriteBatch spriteBatch, float scale, td_Level level, int armor, int hp) : base(game) { this.level = level; this.spriteBatch = spriteBatch; this.TextureName = "Enemy"; this.IsDead = false; this.HP = hp; this.Armor = armor; this.scale = scale; // Generate a rotation offset //rotationOffset = (float)random.NextDouble() * MathHelper.Pi; // Generate a random position Position = new Vector2(0, 80); // top left? // Generate a random velocity //int xDirection = random.Next() % 2 == 0 ? 1 : -1; //int yDirection = random.Next() % 2 == 0 ? 1 : -1; Velocity = new Vector2(10, 0); // right? // random.Next(100, 200) * xDirection, // random.Next(100, 200) * yDirection); }
public td_EnemyWave(Game game, SpriteBatch spriteBatch, td_Level level) : base(game) { this.spriteBatch = spriteBatch; this.level = level; Delay = 3; DelayCount = 0; TotalEnemiesSpawned = 0; EnemiesAlive = new List<td_Enemy>(); }
/// <summary> /// Initializes a new Bullet. /// </summary> /// <param name="gamePage">The GamePage that has the SpriteBatch the cat should use for rendering.</param> public td_Bullet(Game game, SpriteBatch spriteBatch, td_Level level, Vector2 velocity, Vector2 position, int range, int damage, DamageType damageType, int armorPierce, int size) : base(game) { this.IsGarbage = false; this.spriteBatch = spriteBatch; this.TextureName = "Bullet"; this.Position = position; this.Velocity = velocity; this.Origin = new Vector2(position.X, position.Y); this.Range = range; this.Damage = damage; this.DamageType = damageType; this.ArmorPierce = armorPierce; this.Size = size; this.level = level; }