public override void Initialize()
        {
            base.Initialize();

            SetHP();

            freighter = new FreighterAlly(Game, spriteSheet, player,
                                          new Rectangle(Game1.ScreenSize.X / 2 - 100, (Game1.ScreenSize.Y - 600) / 2 + 425, 200, 50),
                                          "none", 200, HP, 300, 0, 4);

            freighter.Initialize();
            freighter.PositionX = Game1.ScreenSize.X / 2;
            freighter.PositionY = (Game1.ScreenSize.Y - 600) / 2 + 450;
            freighter.CreateAI(AIBehaviour.NoWeapon);
            Game.stateManager.shooterState.gameObjects.Add(freighter);

            freighterHpBar = new Bar(Game, spriteSheet, Color.Red, true, new Rectangle(4, 53, 139, 7), new Rectangle(2, 374, 137, 5));
        }
예제 #2
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        protected VerticalShooterShip RetrieveCreatureFromEnum(EnemyType identifier)
        {
            VerticalShooterShip creature = null;

            switch (identifier)
            {
            // Allies
            case EnemyType.allianceFighterAlly:
            {
                creature = new AllianceFighterAlly(Game, spriteSheet, player);
                break;
            }

            case EnemyType.freighterAlly:
            {
                creature = new FreighterAlly(Game, spriteSheet, player);
                break;
            }

            case EnemyType.rebelFighterAlly:
            {
                creature = new RebelFighterAlly(Game, spriteSheet, player);
                break;
            }

                // Neutral
                #region neutral
            case EnemyType.big_R:
            {
                creature = new AllianceBigFighterMkI(Game, spriteSheet, player);
                break;
            }

            case EnemyType.bigMissile_R:
            {
                creature = new AllianceBigMissileEnemy(Game, spriteSheet, player);
                break;
            }

            case EnemyType.turret:
            {
                creature = new Turret(Game, spriteSheet, player);
                break;
            }

            case EnemyType.meteor:
            {
                int rNbr = random.Next(4);

                switch (rNbr)
                {
                case 0:
                {
                    creature = new Meteorite15(Game, spriteSheet, player);
                    break;
                }

                case 1:
                {
                    creature = new Meteorite20(Game, spriteSheet, player);
                    break;
                }

                case 2:
                {
                    creature = new Meteorite25(Game, spriteSheet, player);
                    break;
                }

                case 3:
                {
                    creature = new Meteorite30(Game, spriteSheet, player);
                    break;
                }

                default:
                {
                    throw new ArgumentException("Check the randomized range");
                }
                }
                break;
            }

            case EnemyType.homingBullet_R:
            {
                creature = new AllianceHomingShotEnemy(Game, spriteSheet, player);
                break;
            }

            case EnemyType.homingMissile_R:
            {
                creature = new AllianceHomingMissileEnemy(Game, spriteSheet, player);
                break;
            }

            case EnemyType.medium:
            {
                creature = new RebelMediumSizedEnemy(Game, spriteSheet, player);
                break;
            }

            case EnemyType.smallShooter_R:
            {
                creature = new AllianceSmallShooter(Game, spriteSheet, player);
                break;
            }
                #endregion

                // Rebel
                #region rebel
            case EnemyType.R_mosquito:
            {
                creature = new RebelMosquito(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_thickShooter:
            {
                creature = new RebelThickShooter(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_smallSniper:
            {
                creature = new RebelSmallSniper(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_lightMinelayer:
            {
                creature = new RebelLightMinelayer(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_homingMissile:
            {
                creature = new RebelHomingMissile(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_bomber:
            {
                creature = new RebelBomber(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_burster:
            {
                creature = new RebelBurster(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_minelayer:
            {
                creature = new RebelMinelayer(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_smallAttack:
            {
                creature = new RebelSmallAttackShip(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_missileAttackShip:
            {
                creature = new RebelMissileAttack(Game, spriteSheet, player);
                break;
            }

            case EnemyType.R_fatzo:
            {
                creature = new RebelFatzo(Game, spriteSheet, player);
                break;
            }
                #endregion

                // Alliance
                #region alliance
            case EnemyType.A_drone:
            {
                creature = new AllianceDrone(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_smallLaserShip:
            {
                creature = new AllianceSmallLaserShip(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_singleHoming:
            {
                creature = new AllianceSingleHoming(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_shielder:
            {
                creature = new AllianceShielder(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_attackStealth:
            {
                creature = new AllianceStealthAttackShip(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_lightBeamer:
            {
                creature = new AllianceLightBeamer(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_multipleShot:
            {
                creature = new AllianceMultipleShot(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_stealthShip:
            {
                creature = new AllianceStealthShip(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_heavyBeamer:
            {
                creature = new AllianceHeavyBeamer(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_ballistic:
            {
                creature = new AllianceBallistic(Game, spriteSheet, player);
                break;
            }

            case EnemyType.A_hangar:
            {
                creature = new AllianceHangar(Game, spriteSheet, player);
                break;
            }
                #endregion

            default:
            {
                throw new ArgumentException("Argument not implemented!");
            }
            }

            return(creature);
        }