private void UpdateEnemySpawns(double gameTime)
        {
            // If no upcoming enemies then there's nothing to spawn.
            if (_upComingEnemies.Count == 0)
            {
                return;
            }

            EnemyDef lastElement = _upComingEnemies[_upComingEnemies.Count - 1];

            if (gameTime < lastElement.LaunchTime)
            {
                _upComingEnemies.RemoveAt(_upComingEnemies.Count - 1);
                _enemies.Add(CreateEnemyFromDef(lastElement));
            }
        }
Пример #2
0
        private Enemy CreateEnemyFromDef(EnemyDef definition)
        {
            Enemy enemy = new Enemy(_textureManager, _effectsManager);
            enemy.SetPosition(definition.StartPosition);
            if (definition.EnemyType == "cannon_fodder")
            {
                // The enemy type could be used to alter the health or texture
                // but we’re using the default texture and health for the cannon fodder type   
            }
            else
            {
                System.Diagnostics.Debug.Assert(false, "Unknown enemy type.");
            }

            return enemy;
        }
        private Enemy CreateEnemyFromDef(EnemyDef definition)
        {
            Enemy enemy = new Enemy(_textureManager, _effectsManager);

            enemy.SetPosition(definition.StartPosition);
            if (definition.EnemyType == "cannon_fodder")
            {
                // The enemy type could be used to alter the health or texture
                // but we’re using the default texture and health for the cannon fodder type
            }
            else
            {
                System.Diagnostics.Debug.Assert(false, "Unknown enemy type.");
            }

            return(enemy);
        }