public void randomSpawnWave() { WhichSpawnWave = Game1.global.rand.Next(0, 5); SpawnWaveBaseClass spawn1; if (WhichSpawnWave == 0) { spawn1 = new SpawnWaveCorner(); } else { if (WhichSpawnWave == 1) { spawn1 = new SpawnWaveCenter(); } else { spawn1 = new SpawnWaveEdges(); } } if (WhichSpawnWave == 4) { spawn1 = new X_spawn_pattern(); } Game1.global.spawnManager.listOfSpawnWaves.Add(spawn1); spawn1.initialize(90); }
public void autoSpawn() { //Time wave cooldown--; if (cooldown <= 0) { cooldown = 300; SpawnWaveBaseClass spawn; int WhichSpawnWave = Game1.global.rand.Next(1, 5); if (WhichSpawnWave == 1) { spawn = new SpawnWaveCorner(); } else { if (WhichSpawnWave == 2) { spawn = new SpawnWaveCenter(); } else { spawn = new SpawnWaveEdges(); } } if (WhichSpawnWave == 4) { spawn = new X_spawn_pattern(); } listOfSpawnWaves.Add(spawn); } //chance wave chanceCooldown--; if (chanceCooldown <= 0) { numberHit = Game1.global.rand.Next(0, 100); positiveSpace = 50 - Game1.global.ListOfEnemies.Count * 10; if (numberHit <= positiveSpace) { randomSpawnWave(); } } }