// spawns a snake enemy public void SpawnSnakeEnemy(int count) { Vector2 pos = RandomSpawnPosition(300 - ((Pods.Count) * 50)); float OriginalRotation = (float)(r.Next(628) / 10.0f); for (int i = 0; i < count; i++) { Enemy e = new Enemy(SnakeEnemy, this); e.Position = pos; e.InitializeTimer = 250 * i; e.OriginalRotation = OriginalRotation; e.r = r; Enemies.Add(e); } }
// Spawns an enemy in a random position public void SpawnEnemy(EnemyType type, Vector2 pos) { // Make a new enemy Enemy e = new Enemy(type, this); // Let the enemy use our random number generator (for randomness amongst enemies) e.r = this.r; // Choose closest pod if we behave that way if (type.Behavior.Equals(EnemyType.EnemyBehavior.DashTowardsPlayer) || type.Behavior.Equals(EnemyType.EnemyBehavior.MoveTowardsPlayer)) { Pod pod = GetClosestPod(pos); e.DestinationPod = pod; } // float in random direction e.Position = pos; // Start by fading in e.Alpha = 0; Enemies.Add(e); }