/// <summary> /// This method generates enemies.place them in the corresponding terrain /// Each terrain has a type, and according to its type, different types of enemies are to be placed /// </summary> public void GetEnemies() { for (int i = 0; i < terrains.Count; i++) { switch (terrains[i].TerrainType) { // If the type of terrain is 'FIRE', then generate Fire class and place it in the terrain case Terrain.TERRAINSTATE_FIRE: var fire = GameObjectMaker.CreateObject(GameObjectMaker.FIRE); fire.PosX = terrains[i].PosX; fire.PosY = terrains[i].PosY; // Add the generated fire into the List<Fire> in this class this.fires.Add(fire); break; // If the type of terrain is 'Enemy1', then generate Enemy(that has type of basic enemy1) class and place it in the terrain case Terrain.TERRAINSTATE_ENEMY1: var basic1 = GameObjectMaker.CreateObject(GameObjectMaker.BASIC1); basic1.PosX = terrains[i].PosX; basic1.PosY = terrains[i].PosY; // Add the generated enemy into the List<Enemy> in this class enemies.Add(basic1); break; case Terrain.TERRAINSTATE_ENEMY2: var basic2 = GameObjectMaker.CreateObject(GameObjectMaker.BASIC2); basic2.PosX = terrains[i].PosX; basic2.PosY = terrains[i].PosY; enemies.Add(basic2); break; } } }
public void Shoot() { var flash = (Flash)GameObjectMaker.CreateObject(GameObjectMaker.FLASH); #region - set basic properties of a flash flash.PosX = this.PosX + this.Width / 4; flash.PosY = this.PosY + this.Height / 4; flash.MovingDirection = this.MovingDirection; #endregion this.flashes.Add(flash); }