public override Enemy Copy(Vector2 position, Vector2 velocity, int mpattern, int fpattern, bool foodDrop, bool left) { Enemy enemyCopy = new EBat( new AnimatedTexture(aliveTex, 10, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 5), new AnimatedTexture(deadTex, 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 7), bulletText, maxBullets, scoreValue, 0.5f, position, velocity, mpattern, fpattern, foodDrop, left); return enemyCopy; }
public override Enemy CopyLeft() { // Enemy copy method for left movement path Enemy enemyCopy = new EBat( new AnimatedTexture(aliveTex, 10, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 5), new AnimatedTexture(deadTex, 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 7), bulletText, maxBullets, scoreValue, 0.5f, new Vector2(-50f, -50f), new Vector2(2f, 2f), 1, 1, false, true); return enemyCopy; }
public override Enemy Copy(Vector2 position, Vector2 velocity, int mpattern, int fpattern, bool foodDrop, bool left) { Enemy enemyCopy = new EBat( new AnimatedTexture(aliveTex, 10, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 5), new AnimatedTexture(deadTex, 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 7), bulletText, maxBullets, scoreValue, 0.5f, position, velocity, mpattern, fpattern, foodDrop, left); return(enemyCopy); }
// These copy methods are specific for each type of enemy. // They should be called on an enemy of a specific type (not the generic superclass). public override Enemy Copy() { // This returns an emeny with default settings. Good if you have a bunch of enemies // that don't really have different settings. Don't call this for the rock. Enemy enemyCopy = new EBat( new AnimatedTexture(aliveTex, 10, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 5), new AnimatedTexture(deadTex, 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 7), bulletText, maxBullets, scoreValue, 0.5f, Vector2.Zero, Vector2.Zero, 1, 1, false, false); return enemyCopy; }
public override Enemy CopyRight() { // Enemy copy method for right movement path Enemy enemyCopy = new EBat( new AnimatedTexture(aliveTex, 10, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 5), new AnimatedTexture(deadTex, 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 7), bulletText, maxBullets, scoreValue, 0.5f, new Vector2(650 - getWidth(), -50f), new Vector2(-2f, 2f), 1, 1, false, false); return(enemyCopy); }
// These copy methods are specific for each type of enemy. // They should be called on an enemy of a specific type (not the generic superclass). public override Enemy Copy() { // This returns an emeny with default settings. Good if you have a bunch of enemies // that don't really have different settings. Don't call this for the rock. Enemy enemyCopy = new EBat( new AnimatedTexture(aliveTex, 10, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 5), new AnimatedTexture(deadTex, 35, 30, Vector2.Zero, 0.0f, 1.0f, 0.2f, 7), bulletText, maxBullets, scoreValue, 0.5f, Vector2.Zero, Vector2.Zero, 1, 1, false, false); return(enemyCopy); }