private Tile LoadFlameTile(int x, int y, char enemyType) { GameObjectList enemies = this.Find("enemies") as GameObjectList; TileField tiles = this.Find("tiles") as TileField; GameObject enemy = null; switch (enemyType) { case 'A': enemy = new UnpredictableEnemy(); break; case 'B': enemy = new PlayerFollowingEnemy(); break; case 'C': default: enemy = new PatrollingEnemy(); break; } enemy.Position = new Vector2(((float)x + 0.5f) * tiles.CellWidth, (y + 1) * tiles.CellHeight); enemies.Add(enemy); return new Tile(); }
private Tile LoadFlameTile(int x, int y, char enemyType) { GameObjectList enemies = this.Find("enemies") as GameObjectList; TileField tiles = this.Find("tiles") as TileField; GameObject enemy = null; switch (enemyType) { case 'A': enemy = new UnpredictableEnemy(); break; case 'B': enemy = new PlayerFollowingEnemy(); break; case 'C': default: enemy = new PatrollingEnemy(); break; } enemy.Position = new Vector2(((float)x + 0.5f) * tiles.CellWidth, (y + 1) * tiles.CellHeight); enemies.Add(enemy); return(new Tile()); }
void LoadFlameEnemy(int x, int y, char symbol) { Vector2 pos = GetCellBottomCenter(x, y); PatrollingEnemy enemy; if (symbol == 'A') { enemy = new PatrollingEnemy(this, pos); } else if (symbol == 'B') { enemy = new PlayerFollowingEnemy(this, pos); } else { enemy = new UnpredictableEnemy(this, pos); } AddChild(enemy); }