public void LoadContent() { _boids.LoadContent(); switch (_waveNumber) { case 1: Global.EnemyColor = Color.LightGreen; Global.EnemyFighterColor = Color.LightGreen; Global.EnemyFighterHealth = 10; Global.EnemyFighterDamage = 0; Global.EnemyFighterKillMoney = 2000; Global.EnemyFighter2Health = 10; Global.EnemyFighter2Damage = 0; Global.EnemyFighter2KillMoney = 2000; Global.EnemyFighter3Health = 10; Global.EnemyFighter3Damage = 0; Global.EnemyFighter3KillMoney = 2000; Global.EnemyBomberHealth = 10; Global.EnemyBomberDamage = 0; Global.EnemyBomberKillMoney = 2000; Global.EnemyBomber2Health = 10; Global.EnemyBomber2Damage = 0; Global.EnemyBomber2KillMoney = 2000; _boids.addBoid(new Vector3(150, 0, 50), Boids.EnemyType.Fighter); _boids.addBoid(new Vector3(250, 0, 50), Boids.EnemyType.Fighter); _boids.addBoid(new Vector3(350, 0, 50), Boids.EnemyType.Fighter); _boids.addBoid(new Vector3(150, 0, -50), Boids.EnemyType.Bomber2); _boids.addBoid(new Vector3(250, 0, -50), Boids.EnemyType.Fighter2); _boids.addBoid(new Vector3(350, 0, -50), Boids.EnemyType.Bomber2); _boids.addBoid(new Vector3(150, 0, -150), Boids.EnemyType.Fighter3); _boids.addBoid(new Vector3(250, 0, -150), Boids.EnemyType.Fighter3); _boids.addBoid(new Vector3(350, 0, -150), Boids.EnemyType.Fighter3); _boids.addBoid(new Vector3(450, 0, 25), Boids.EnemyType.Bomber); break; default: break; } }
public void LoadContent() { _boids.LoadContent(); switch (_waveNumber) { case 0: Global.EnemyFighterHealth = 30; Global.EnemyFighterDamage = 5; Global.EnemyFighterKillMoney = 25; Global.EnemyBomberHealth = 60; Global.EnemyBomberDamage = 100; Global.EnemyBomberKillMoney = 50; _boids.addRandomBoids(2, Boids.EnemyType.Fighter); _boids.addRandomBoids(2, Boids.EnemyType.Bomber2); break; case 1: Global.EnemyColor = Color.LightGreen; Global.EnemyFighterColor = Color.LightGreen; Global.EnemyFighterHealth = 10; Global.EnemyFighterDamage = 0; Global.EnemyFighterKillMoney = 8000; Global.EnemyBomber2Health = 10; Global.EnemyBomber2Damage = 0; Global.EnemyBomber2KillMoney = 8000; _boids.addRandomBoids(2, Boids.EnemyType.Bomber2); _boids.addRandomBoids(4, Boids.EnemyType.Fighter); break; case 2: Global.EnemyColor = Color.Crimson; Global.EnemyFighterColor = Color.Red; Global.EnemyBomberColor = Color.Red; Global.EnemyBossColor = Color.DarkGoldenrod; Global.EnemyFighterHealth = 50; Global.EnemyFighterDamage = 0; Global.EnemyFighterKillMoney = 2000; Global.EnemyFighter2Health = 50; Global.EnemyFighter2Damage = 0; Global.EnemyFighter2KillMoney = 2000; Global.EnemyBomberHealth = 50; Global.EnemyBomberDamage = 0; Global.EnemyBomberKillMoney = 2000; Global.EnemyBossHealth = 50; Global.EnemyBossDamage = 0; Global.EnemyBossKillMoney = 2000; Global.EnemyAttackTowerHealth = 50; Global.EnemyAttackTowerDamage = 0; Global.EnemyAttackTowerKillMoney = 2000; _boids.addRandomBoids(10, Boids.EnemyType.Fighter); _boids.addRandomBoids(10, Boids.EnemyType.Fighter2); _boids.addRandomBoids(6, Boids.EnemyType.Bomber); _boids.addRandomBoids(1, Boids.EnemyType.Boss); break; case 3: Global.EnemyColor = Color.Crimson; Global.EnemyFighterColor = Color.Red; Global.EnemyBomberColor = Color.Red; Global.EnemyBomberHealth = 100000; Global.EnemyBomberDamage = 1000; Global.EnemyBomberKillMoney = 0; _boids.addRandomBoids(10, Boids.EnemyType.Bomber); break; default: break; } }