protected override void InitEnemies() { var pos = new Vector2(PlayField.Center.X, PlayField.Center.Y); var balloon = new RedBalloon(pos); balloon.OnStateChangeDead += OnEnemyStateChangeDead; balloon.OnStateChangeDying += OnEnemyStateChangeDying; Enemies.Add(balloon); AliveEnemies = 1; Player.ArrowsCount = 1; }
protected override void InitEnemies() { //Initialize the Enemies. int startX = PlayField.Right - (Balloon.kWidth) - 20; int startY = PlayField.Bottom + 10; //Constructs the balloons from right to left. for (int i = 0; i < kMaxBalloonsCount; ++i) { var x = startX - (Balloon.kWidth * i) - (2 * i); //Litle offset between them. var balloon = new RedBalloon(new Vector2(x, startY)); balloon.OnStateChangeDead += OnEnemyStateChangeDead; balloon.OnStateChangeDying += OnEnemyStateChangeDying; Enemies.Add(balloon); } AliveEnemies = kMaxBalloonsCount; }
protected override void InitEnemies() { var rndGen = GameManager.Instance.RandomNumGen; //Initialize the Enemies. int minX = PlayField.Center.X; int maxX = PlayField.Right - Balloon.kWidth; //Makes the enemies came from bottom of screen. int minY = PlayField.Bottom; int maxY = 2 * PlayField.Bottom; //RedBalloons. for (int i = 0; i < kMaxRedBalloonsCount; ++i) { var x = rndGen.Next(minX, maxX); var y = rndGen.Next(minY, maxY); var balloon = new RedBalloon(new Vector2(x, y)); balloon.OnStateChangeDead += OnEnemyStateChangeDead; balloon.OnStateChangeDying += OnEnemyStateChangeDying; Enemies.Add(balloon); } //YellowBalloons. for (int i = 0; i < kMaxYellowBalloonsCount; ++i) { var x = rndGen.Next(minX, maxX); var y = rndGen.Next(minY, maxY); var balloon = new YellowBalloon(new Vector2(x, y)); balloon.OnStateChangeDead += OnEnemyStateChangeDead; balloon.OnStateChangeDying += OnEnemyStateChangeDying; Enemies.Add(balloon); } AliveEnemies = kMaxRedBalloonsCount; }