public Enemy(int X, int Y, int ZoneNR, int HP) { //TODO add playerstats //this.player = player this.HP = HP; TilePosition = new Vector2(X, Y); Position = new Vector2(X * GameSettings.Instance.Tilescale.X, Y * GameSettings.Instance.Tilescale.Y); State = PlayerEnums.ActionState.None; if (PlayerState != null) { for (int i = 0; i < PlayerState.Count; i++) { PlayerState[i] = PlayerEnums.ActionState.None; } } lookDirection = PlayerEnums.LookDirection.Down; sprSheetY = PlayerEnums.Action.WalkDown; sprSheetX = 0; direction = new Vector2(0, 1); int rnd = Random.Next(9); switch (rnd) { case 0: sprite = new SprSheetImage("EnemySprites/Female/darkelf"); break; case 1: sprite = new SprSheetImage("EnemySprites/Female/darkelf2"); break; case 2: sprite = new SprSheetImage("EnemySprites/Female/orc"); break; case 3: sprite = new SprSheetImage("EnemySprites/Female/red_orc"); break; case 4: sprite = new SprSheetImage("EnemySprites/Male/darkelf"); break; case 5: sprite = new SprSheetImage("EnemySprites/Male/darkelf2"); break; case 6: sprite = new SprSheetImage("EnemySprites/Male/orc"); break; case 7: sprite = new SprSheetImage("EnemySprites/Male/red_orc"); break; case 8: sprite = new SprSheetImage("EnemySprites/Male/skeleton"); break; } SpeedScale = 0.25f; weapon = new Weapon("Weapons/Spear/Male/spear_male", PlayerEnums.Weapontype.Spear, sprite.Position, 1, this); healthbar = new Healthbar(); levelindicator = new LevelIndicator(); PlayerLookDirection = new List <PlayerEnums.LookDirection>(); PlayerState = new List <PlayerEnums.ActionState>(); PlayerSprSheetX = new List <int>(); PlayerPosition = new List <Vector2>(); PlayerZones = new List <int>(); PlayerLevels = new List <int>(); ZoneNumber = ZoneNR; }