public PlayerCharacter(TextureManager textureManager, BulletManager bulletManager)
        {
            _bulletManager = bulletManager;
            _bulletTexture = textureManager.Get("bullet");

            _sprite.Texture = textureManager.Get("player_ship");
            _sprite.SetScale(0.5, 0.5); // spaceship is quite big, scale it down.
        }
Exemplo n.º 2
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        public EnemyManager(TextureManager textureManager, EffectsManager effectsManager, BulletManager bulletManager, PlayerCharacter playerCharacter, int leftBound)
        {
            _playerCharacter = playerCharacter;
            _bulletManager = bulletManager;
            _textureManager = textureManager;
            _effectsManager = effectsManager;
            _leftBound = leftBound;

            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 30));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 29.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 29));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 28.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 30));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 29.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 29));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 28.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 25));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 24.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 24));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 23.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 20));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 19.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 19));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 18.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 16));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.8));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.6));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.4));


            _upComingEnemies.Add(new EnemyDef("up_l", 10));
            _upComingEnemies.Add(new EnemyDef("down_l", 9));
            _upComingEnemies.Add(new EnemyDef("up_l", 8));
            _upComingEnemies.Add(new EnemyDef("down_l", 7));
            _upComingEnemies.Add(new EnemyDef("up_l", 6));



            // Sort enemies so the greater launch time appears first.
            _upComingEnemies.Sort(delegate(EnemyDef firstEnemy, EnemyDef secondEnemy)
            {
                return firstEnemy.LaunchTime.CompareTo(secondEnemy.LaunchTime);

            });

        }
Exemplo n.º 3
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        public Enemy(TextureManager textureManager, EffectsManager effectsManager, BulletManager bulletManager, PlayerCharacter playerCharacter)
        {
            _playerCharacter = playerCharacter;
            _bulletManager = bulletManager;
            _bulletTexture = textureManager.Get("bullet");
            MaxTimeToShoot = 12;
            MinTimeToShoot = 1;
            RestartShootCountDown();

            _effectsManager = effectsManager;
            Health = 50; // default health value.
            _sprite.Texture = textureManager.Get("enemy_ship");
            _sprite.SetScale(_scale, _scale);
            _sprite.SetRotation(Math.PI); // make it face the player
            _sprite.SetPosition(200, 0); // put it somewhere easy to see
        }
        public EnemyManager(TextureManager textureManager, EffectsManager effectsManager, BulletManager bulletManager, PlayerCharacter playerCharacter, int leftBound)
        {
            _playerCharacter = playerCharacter;
            _bulletManager   = bulletManager;
            _textureManager  = textureManager;
            _effectsManager  = effectsManager;
            _leftBound       = leftBound;

            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 30));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 29.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 29));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 28.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 30));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 29.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 29));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 28.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 25));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 24.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 24));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder", 23.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 20));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 19.5));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 19));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 18.5));

            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 16));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.8));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.6));
            _upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.4));


            _upComingEnemies.Add(new EnemyDef("up_l", 10));
            _upComingEnemies.Add(new EnemyDef("down_l", 9));
            _upComingEnemies.Add(new EnemyDef("up_l", 8));
            _upComingEnemies.Add(new EnemyDef("down_l", 7));
            _upComingEnemies.Add(new EnemyDef("up_l", 6));



            // Sort enemies so the greater launch time appears first.
            _upComingEnemies.Sort(delegate(EnemyDef firstEnemy, EnemyDef secondEnemy)
            {
                return(firstEnemy.LaunchTime.CompareTo(secondEnemy.LaunchTime));
            });
        }