public Enemy(GameScreen i_GameScreen, Color i_EnemyColor, int i_TextureStartIndex, int i_TextureEndIndex, string i_AssetName) : base(i_GameScreen, i_AssetName) { m_TintColor = i_EnemyColor; this.isDying = false; m_SpriteJump = new SpriteJump(this); r_TextureStartIndex = i_TextureStartIndex; r_TextureEndIndex = i_TextureEndIndex; m_ShootSound = SoundFactory.CreateSound(this.GameScreen, SoundFactory.eSoundType.EnemyGunShot) as Sound; }
private void jumpAllAliveEnemies(SpriteJump.eJumpDirection i_JumpDirection, float i_DistanceToJump, bool i_IsJumpingBackwards) { foreach (Enemy enemy in GetEnemysAsList()) { if (!enemy.isDying) { enemy.SpriteJump.Jump(i_JumpDirection, i_DistanceToJump, i_IsJumpingBackwards); } } }