public static void Update() { if (!PlayerShip.Instance.IsDead && EntityManager.Count < 200) { if (rand.Next((int)inverseSpawnChance) == 0) { EntityManager.Add(Enemy.CreateSeeker3(GetSpawnPosition())); } } // slowly increase the spawn rate as time progresses if (inverseSpawnChance > 1) { inverseSpawnChance -= 0.005f; } }
public static void Update() { if (GameRoot.gameState == GameRoot.GameState.LevelTwo || GameRoot.gameState == GameRoot.GameState.LevelOne) { if (!PlayerShip.Instance.IsDead && EntityManager.Count < 200) { if (rand.Next((int)inverseSpawnChance) == 0) { EntityManager.Add(Enemy.CreateSeeker(GetSpawnPosition())); } } } if (GameRoot.gameState == GameRoot.GameState.LevelTwo || GameRoot.gameState == GameRoot.GameState.LevelThree) { if (!PlayerShip.Instance.IsDead && EntityManager.Count < 200) { if (rand.Next((int)inverseSpawnChance) == 0) { EntityManager.Add(Enemy.CreateSeeker2(GetSpawnPosition())); } } } if (GameRoot.gameState == GameRoot.GameState.LevelThree) { if (EntityManager.Score >= 5000 && EntityManager.Score <= 11000) { EntityManager.Add(Enemy.CreateSeeker3(BossSpawnPosition())); } } // slowly increase the spawn rate as time progresses if (inverseSpawnChance > 20) { inverseSpawnChance -= 0.005f; } }