public AggressiveEnemy(IMap map, PathToPlayer path) { _map = map; _path = path; }
private void addAggressiveEnemies(int numberOfEnemies) { for (int i = 0; i < numberOfEnemies; i++) { // Find a new empty cell for each enemy Cell enemyCell = getRandomEmptyCell(); var pathFromAggressiveEnemy = new PathToPlayer(_player, _map, Content.Load<Texture2D>("gemYellow")); pathFromAggressiveEnemy.CreateFrom(enemyCell.X, enemyCell.Y); var enemy = new AggressiveEnemy(_map, pathFromAggressiveEnemy) { X = enemyCell.X, Y = enemyCell.Y, Scale = 0.25f, Sprite = Content.Load<Texture2D>("Hound"), ArmorClass = 10, AttackBonus = 0, Damage = Dice.Parse("d3"), Health = 10, Name = "Hunting Hound" }; // Add each enemy to list of enemies _aggressiveEnemies.Add(enemy); } }