public SpawnRandomChasingEnemies(Engine engine, ProcessManager processManager, SpawnPatternManager spm, int count) { Engine = engine; ProcessManager = processManager; SPM = spm; Count = count; }
public SpawnGravityConstellation(Engine engine, ProcessManager processManager, SpawnPatternManager spm) { Engine = engine; ProcessManager = processManager; SPM = spm; maxWidth = CVars.Get <float>("play_field_width"); maxHeight = CVars.Get <float>("play_field_height"); }
public SpawnCornerAssault(Engine engine, ProcessManager processManager, SpawnPatternManager spm) : base(1.0f) { Engine = engine; ProcessManager = processManager; SPM = spm; maxWidth = CVars.Get <float>("play_field_width"); maxHeight = CVars.Get <float>("play_field_height"); }
public SpawnChasingBorder(Engine engine, ProcessManager processManager, SpawnPatternManager spm) : base(0.5f) { Engine = engine; ProcessManager = processManager; SPM = spm; maxWidth = CVars.Get <float>("play_field_width"); maxHeight = CVars.Get <float>("play_field_height"); horizontalSpacing = (maxWidth % spacingInterval) / 2; verticalSpacing = (maxHeight % spacingInterval) / 2; originalSpawnLocation = new Vector2(-maxWidth / 2 + horizontalSpacing, maxHeight / 2 - verticalSpacing); nextSpawnLocation = new Vector2(-maxWidth / 2 + horizontalSpacing, maxHeight / 2 - verticalSpacing); }
public SpawnRandomPairs(Engine engine, ProcessManager processManager, SpawnPatternManager spm) { Engine = engine; ProcessManager = processManager; SPM = spm; }
public SpawnRandomChasingEnemies(Engine engine, ProcessManager processManager, SpawnPatternManager spm) : this(engine, processManager, spm, 3) { }
public SpawnChasingCircle(Engine engine, ProcessManager processManager, SpawnPatternManager spm) { Engine = engine; ProcessManager = processManager; SPM = spm; }
public SpawnShootingTriangle(Engine engine, ProcessManager processManager, SpawnPatternManager spm) { Engine = engine; ProcessManager = processManager; SPM = spm; }