public void CreateWizard() { var enemyObj_EarthWizard = new EnemyObj_EarthWizard(null, null, null, GameTypes.EnemyDifficulty.ADVANCED); enemyObj_EarthWizard.PublicInitializeEV(); enemyObj_EarthWizard.Position = Position; if (m_target.X < enemyObj_EarthWizard.X) { enemyObj_EarthWizard.Orientation = MathHelper.ToRadians(0f); } else { enemyObj_EarthWizard.Orientation = MathHelper.ToRadians(180f); } enemyObj_EarthWizard.Level = Level; enemyObj_EarthWizard.Level -= m_bossEarthWizardLevelReduction; m_levelScreen.AddEnemyToCurrentRoom(enemyObj_EarthWizard); enemyObj_EarthWizard.SavedStartingPos = enemyObj_EarthWizard.Position; var num = CDGMath.RandomInt(-500, -300); var num2 = CDGMath.RandomInt(300, 700); if (enemyObj_EarthWizard.X < m_target.X) { enemyObj_EarthWizard.AccelerationX += -(m_target.EnemyKnockBack.X + num); } else { enemyObj_EarthWizard.AccelerationX += m_target.EnemyKnockBack.X + num; } enemyObj_EarthWizard.AccelerationY += -(m_target.EnemyKnockBack.Y + num2); enemyObj_EarthWizard.PlayAnimation(); if (LevelEV.SHOW_ENEMY_RADII) { enemyObj_EarthWizard.InitializeDebugRadii(); } enemyObj_EarthWizard.SaveToFile = false; enemyObj_EarthWizard.SpawnRoom = m_levelScreen.CurrentRoom; enemyObj_EarthWizard.GivesLichHealth = false; }
public void CreateWizard() { EnemyObj_EarthWizard enemyObj_EarthWizard = new EnemyObj_EarthWizard(null, null, null, GameTypes.EnemyDifficulty.ADVANCED); enemyObj_EarthWizard.PublicInitializeEV(); enemyObj_EarthWizard.Position = base.Position; if (this.m_target.X < enemyObj_EarthWizard.X) { enemyObj_EarthWizard.Orientation = MathHelper.ToRadians(0f); } else { enemyObj_EarthWizard.Orientation = MathHelper.ToRadians(180f); } enemyObj_EarthWizard.Level = base.Level; enemyObj_EarthWizard.Level -= this.m_bossEarthWizardLevelReduction; this.m_levelScreen.AddEnemyToCurrentRoom(enemyObj_EarthWizard); enemyObj_EarthWizard.SavedStartingPos = enemyObj_EarthWizard.Position; int num = CDGMath.RandomInt(-500, -300); int num2 = CDGMath.RandomInt(300, 700); if (enemyObj_EarthWizard.X < this.m_target.X) { enemyObj_EarthWizard.AccelerationX += -(this.m_target.EnemyKnockBack.X + (float)num); } else { enemyObj_EarthWizard.AccelerationX += this.m_target.EnemyKnockBack.X + (float)num; } enemyObj_EarthWizard.AccelerationY += -(this.m_target.EnemyKnockBack.Y + (float)num2); enemyObj_EarthWizard.PlayAnimation(true); if (LevelEV.SHOW_ENEMY_RADII) { enemyObj_EarthWizard.InitializeDebugRadii(); } enemyObj_EarthWizard.SaveToFile = false; enemyObj_EarthWizard.SpawnRoom = this.m_levelScreen.CurrentRoom; enemyObj_EarthWizard.GivesLichHealth = false; }
public static EnemyObj BuildEnemy(int enemyType, PlayerObj player, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty, bool doNotInitialize = false) { EnemyObj enemyObj = null; switch (enemyType) { case 1: enemyObj = new EnemyObj_BallAndChain(player, physicsManager, levelToAttachTo, difficulty); break; case 2: enemyObj = new EnemyObj_Blob(player, physicsManager, levelToAttachTo, difficulty); break; case 3: enemyObj = new EnemyObj_BouncySpike(player, physicsManager, levelToAttachTo, difficulty); break; case 4: enemyObj = new EnemyObj_Eagle(player, physicsManager, levelToAttachTo, difficulty); break; case 5: enemyObj = new EnemyObj_EarthWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 6: enemyObj = new EnemyObj_Eyeball(player, physicsManager, levelToAttachTo, difficulty); break; case 7: enemyObj = new EnemyObj_Fairy(player, physicsManager, levelToAttachTo, difficulty); break; case 8: enemyObj = new EnemyObj_Fireball(player, physicsManager, levelToAttachTo, difficulty); break; case 9: enemyObj = new EnemyObj_FireWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 10: enemyObj = new EnemyObj_Horse(player, physicsManager, levelToAttachTo, difficulty); break; case 11: enemyObj = new EnemyObj_IceWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 12: enemyObj = new EnemyObj_Knight(player, physicsManager, levelToAttachTo, difficulty); break; case 13: enemyObj = new EnemyObj_Ninja(player, physicsManager, levelToAttachTo, difficulty); break; case 14: enemyObj = new EnemyObj_ShieldKnight(player, physicsManager, levelToAttachTo, difficulty); break; case 15: enemyObj = new EnemyObj_Skeleton(player, physicsManager, levelToAttachTo, difficulty); break; case 16: enemyObj = new EnemyObj_SwordKnight(player, physicsManager, levelToAttachTo, difficulty); break; case 17: enemyObj = new EnemyObj_Turret(player, physicsManager, levelToAttachTo, difficulty); break; case 18: enemyObj = new EnemyObj_Wall(player, physicsManager, levelToAttachTo, difficulty); break; case 19: enemyObj = new EnemyObj_Wolf(player, physicsManager, levelToAttachTo, difficulty); break; case 20: enemyObj = new EnemyObj_Zombie(player, physicsManager, levelToAttachTo, difficulty); break; case 21: enemyObj = new EnemyObj_SpikeTrap(player, physicsManager, levelToAttachTo, difficulty); break; case 22: enemyObj = new EnemyObj_Plant(player, physicsManager, levelToAttachTo, difficulty); break; case 23: enemyObj = new EnemyObj_Energon(player, physicsManager, levelToAttachTo, difficulty); break; case 24: enemyObj = new EnemyObj_Spark(player, physicsManager, levelToAttachTo, difficulty); break; case 25: enemyObj = new EnemyObj_SkeletonArcher(player, physicsManager, levelToAttachTo, difficulty); break; case 26: enemyObj = new EnemyObj_Chicken(player, physicsManager, levelToAttachTo, difficulty); break; case 27: enemyObj = new EnemyObj_Platform(player, physicsManager, levelToAttachTo, difficulty); break; case 28: enemyObj = new EnemyObj_HomingTurret(player, physicsManager, levelToAttachTo, difficulty); break; case 29: enemyObj = new EnemyObj_LastBoss(player, physicsManager, levelToAttachTo, difficulty); break; case 30: enemyObj = new EnemyObj_Dummy(player, physicsManager, levelToAttachTo, difficulty); break; case 31: enemyObj = new EnemyObj_Starburst(player, physicsManager, levelToAttachTo, difficulty); break; case 32: enemyObj = new EnemyObj_Portrait(player, physicsManager, levelToAttachTo, difficulty); break; case 33: enemyObj = new EnemyObj_Mimic(player, physicsManager, levelToAttachTo, difficulty); break; } if (player == null && !doNotInitialize) { enemyObj.Initialize(); } return(enemyObj); }
public static EnemyObj BuildEnemy(int enemyType, PlayerObj player, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty, bool doNotInitialize = false) { EnemyObj enemyObj = null; switch (enemyType) { case 1: enemyObj = new EnemyObj_BallAndChain(player, physicsManager, levelToAttachTo, difficulty); break; case 2: enemyObj = new EnemyObj_Blob(player, physicsManager, levelToAttachTo, difficulty); break; case 3: enemyObj = new EnemyObj_BouncySpike(player, physicsManager, levelToAttachTo, difficulty); break; case 4: enemyObj = new EnemyObj_Eagle(player, physicsManager, levelToAttachTo, difficulty); break; case 5: enemyObj = new EnemyObj_EarthWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 6: enemyObj = new EnemyObj_Eyeball(player, physicsManager, levelToAttachTo, difficulty); break; case 7: enemyObj = new EnemyObj_Fairy(player, physicsManager, levelToAttachTo, difficulty); break; case 8: enemyObj = new EnemyObj_Fireball(player, physicsManager, levelToAttachTo, difficulty); break; case 9: enemyObj = new EnemyObj_FireWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 10: enemyObj = new EnemyObj_Horse(player, physicsManager, levelToAttachTo, difficulty); break; case 11: enemyObj = new EnemyObj_IceWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 12: enemyObj = new EnemyObj_Knight(player, physicsManager, levelToAttachTo, difficulty); break; case 13: enemyObj = new EnemyObj_Ninja(player, physicsManager, levelToAttachTo, difficulty); break; case 14: enemyObj = new EnemyObj_ShieldKnight(player, physicsManager, levelToAttachTo, difficulty); break; case 15: enemyObj = new EnemyObj_Skeleton(player, physicsManager, levelToAttachTo, difficulty); break; case 16: enemyObj = new EnemyObj_SwordKnight(player, physicsManager, levelToAttachTo, difficulty); break; case 17: enemyObj = new EnemyObj_Turret(player, physicsManager, levelToAttachTo, difficulty); break; case 18: enemyObj = new EnemyObj_Wall(player, physicsManager, levelToAttachTo, difficulty); break; case 19: enemyObj = new EnemyObj_Wolf(player, physicsManager, levelToAttachTo, difficulty); break; case 20: enemyObj = new EnemyObj_Zombie(player, physicsManager, levelToAttachTo, difficulty); break; case 21: enemyObj = new EnemyObj_SpikeTrap(player, physicsManager, levelToAttachTo, difficulty); break; case 22: enemyObj = new EnemyObj_Plant(player, physicsManager, levelToAttachTo, difficulty); break; case 23: enemyObj = new EnemyObj_Energon(player, physicsManager, levelToAttachTo, difficulty); break; case 24: enemyObj = new EnemyObj_Spark(player, physicsManager, levelToAttachTo, difficulty); break; case 25: enemyObj = new EnemyObj_SkeletonArcher(player, physicsManager, levelToAttachTo, difficulty); break; case 26: enemyObj = new EnemyObj_Chicken(player, physicsManager, levelToAttachTo, difficulty); break; case 27: enemyObj = new EnemyObj_Platform(player, physicsManager, levelToAttachTo, difficulty); break; case 28: enemyObj = new EnemyObj_HomingTurret(player, physicsManager, levelToAttachTo, difficulty); break; case 29: enemyObj = new EnemyObj_LastBoss(player, physicsManager, levelToAttachTo, difficulty); break; case 30: enemyObj = new EnemyObj_Dummy(player, physicsManager, levelToAttachTo, difficulty); break; case 31: enemyObj = new EnemyObj_Starburst(player, physicsManager, levelToAttachTo, difficulty); break; case 32: enemyObj = new EnemyObj_Portrait(player, physicsManager, levelToAttachTo, difficulty); break; case 33: enemyObj = new EnemyObj_Mimic(player, physicsManager, levelToAttachTo, difficulty); break; } if (player == null && !doNotInitialize) { enemyObj.Initialize(); } return enemyObj; }