/// <summary> /// Instantiates an enemy and puts him in the level. /// </summary> private LevelTile LoadBossTile(int x, int y, string spriteSet, int health, int attack) { Vector2 position = RectangleExtensions.GetBottomCenter(GetBounds(x, y)); Level.Boss = new Boss(position, spriteSet, health, attack); return(new LevelTile(null, TileCollision.Passable)); }
/// <summary> /// Instantiates an enemy and puts him in the level. /// </summary> private LevelTile LoadEnemyTile(int x, int y, string spriteSet, int health, int attack, int exp) { Vector2 position = RectangleExtensions.GetBottomCenter(GetBounds(x, y)); Enemy e = new Enemy(position, spriteSet, health, attack, exp); Level.enemies.Add(e); return(new LevelTile(null, TileCollision.Passable)); }
/// <summary> /// Instantiates a player, puts him in the level, and remembers where to put him when he is resurrected. /// </summary> private LevelTile LoadStartTile(int x, int y) { start = RectangleExtensions.GetBottomCenter(GetBounds(x, y)); if (Statics.Gameover) { Statics.Gameover = false; } else { Statics.LevelPlayer.Reset(start); } return(new LevelTile(null, TileCollision.Passable)); }