public Model(Player a_player, StateHandler a_stateHandler, Levels a_levels, Enemy a_enemy, EnemyBolt a_enemyBolt) { m_enemy = new List<Enemy>(); m_boltEnemy = new List<EnemyBolt>(); m_player = a_player; m_stateHandler = a_stateHandler; m_levels = a_levels; m_modelEnemy = a_enemy; m_modelEnemyBolt = a_enemyBolt; // m_view = new View.View(a_manager, a_contentLoader, a_graphics); m_save = new Save(m_player, m_stateHandler, m_levels, this); SetEnemies(); // m_view = a_view; }
public void SetEnemies() { Levels e_levels = new Levels(); List<Vector2> enemyPosition = e_levels.GetEnemyPositions(); List<Vector2> enemyBoltPosition = e_levels.GetEnemyBoltPositions(); // List<Vector2> enemyBoltPosition = m_levels.SetEnemyBoltPosition(); Enemy enemy; for (int i = 0; i < enemyPosition.Count; i++) { enemy = new Enemy(); enemy.GetEnemyDamage(); enemy.SetPosition(enemyPosition[i].X, enemyPosition[i].Y); m_enemy.Add(enemy); } EnemyBolt boltEnemy; for (int i = 0; i < enemyBoltPosition.Count; i++) { boltEnemy = new EnemyBolt(); boltEnemy.SetPosition(enemyBoltPosition[i].X, enemyBoltPosition[i].Y); m_boltEnemy.Add(boltEnemy); } }