public override void update() { cooldown--; if (cooldown <= 0) { if (enemyType == 0) { Enemy enemy = new Enemy(); enemy.x = Game1.global.windowWidth / 2; enemy.y = Game1.global.windowHeight / 2; Game1.global.ListOfEnemies.Add(enemy); enemiesSoFar++; cooldown = 15; } else { EnemyBouncer enemy = new EnemyBouncer(); enemy.x = Game1.global.windowWidth / 2; enemy.y = Game1.global.windowHeight / 2; Game1.global.ListOfEnemyBouncers.Add(enemy); enemiesSoFar++; cooldown = 15; } } }
public override void update() { cooldown--; if (cooldown <= 0) { cooldown = 15; if (enemyType == 0) { Enemy enemy = new Enemy(); enemy.x = enemy.width; enemy.y = enemy.height; Game1.global.ListOfEnemies.Add(enemy); Enemy enemy1 = new Enemy(); enemy1.x = Game1.global.windowWidth; enemy1.y = enemy.height; Game1.global.ListOfEnemies.Add(enemy1); Enemy enemy2 = new Enemy(); enemy2.x = enemy.width; enemy2.y = Game1.global.windowHeight; Game1.global.ListOfEnemies.Add(enemy2); Enemy enemy3 = new Enemy(); enemy3.x = Game1.global.windowWidth; enemy3.y = Game1.global.windowHeight; Game1.global.ListOfEnemies.Add(enemy3); enemiesSoFar++; } else { EnemyBouncer enemy = new EnemyBouncer(); enemy.x = enemy.width; enemy.y = enemy.height; Game1.global.ListOfEnemyBouncers.Add(enemy); EnemyBouncer enemy1 = new EnemyBouncer(); enemy1.x = Game1.global.windowWidth; enemy1.y = enemy.height; Game1.global.ListOfEnemyBouncers.Add(enemy1); EnemyBouncer enemy2 = new EnemyBouncer(); enemy2.x = enemy.width; enemy2.y = Game1.global.windowHeight; Game1.global.ListOfEnemyBouncers.Add(enemy2); EnemyBouncer enemy3 = new EnemyBouncer(); enemy3.x = Game1.global.windowWidth; enemy3.y = Game1.global.windowHeight; Game1.global.ListOfEnemyBouncers.Add(enemy3); enemiesSoFar++; } } }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Enemy.loadResources(); Bullet.loadResources(); Hud.loadRecources(); EnemyBouncer.loadResources(); }
public override void update() { cooldown--; if (cooldown <= 0) { if (enemyType == 0) { cooldown = 5; enemiesSoFar++; Enemy enemy = new Enemy(); if (enemiesSoFar == 1) { enemy.x = enemy.width; enemy.y = enemy.height; } enemy.x = enemy.width; enemy.y = enemy.height + 40 + enemy.height * enemiesSoFar; enemy.speed = 2.1f; Game1.global.ListOfEnemies.Add(enemy); enemiesSoFar++; Enemy enemy1 = new Enemy(); enemy1.x = Game1.global.windowWidth; enemy1.y = enemy.height + 5 + enemy.height * enemiesSoFar; enemy1.speed = 2.1f; Game1.global.ListOfEnemies.Add(enemy1); } else { cooldown = 5; enemiesSoFar++; EnemyBouncer enemy = new EnemyBouncer(); if (enemiesSoFar == 1) { enemy.x = enemy.width; enemy.y = enemy.height; } enemy.x = enemy.width; enemy.y = enemy.height + 40 + enemy.height * enemiesSoFar; enemy.speed = 2.1f; Game1.global.ListOfEnemyBouncers.Add(enemy); enemiesSoFar++; EnemyBouncer enemy1 = new EnemyBouncer(); enemy1.x = Game1.global.windowWidth; enemy1.y = enemy.height + 5 + enemy.height * enemiesSoFar; enemy1.speed = 2.1f; Game1.global.ListOfEnemyBouncers.Add(enemy1); } } }
public override void update() { int enemyType = 0; int generationNumber = Game1.global.rand.Next(0, 100); if (generationNumber < enemyChances) { enemyType = 1; } cooldown--; if (cooldown <= 15) { if (enemyType == 0) { Enemy enemy = new Enemy(); enemy.x = x + enemiesSoFar * spacing; enemy.y = y + enemiesSoFar * spacing; Game1.global.ListOfEnemies.Add(enemy); enemiesSoFar++; Enemy enemy2 = new Enemy(); enemy2.x = x - enemiesSoFar * spacing; enemy2.y = y + enemiesSoFar * spacing; Game1.global.ListOfEnemies.Add(enemy2); enemiesSoFar++; Enemy enemy3 = new Enemy(); enemy3.x = x + enemiesSoFar * spacing; enemy3.y = y - enemiesSoFar * spacing; Game1.global.ListOfEnemies.Add(enemy3); enemiesSoFar++; Enemy enemy4 = new Enemy(); enemy4.x = x - enemiesSoFar * spacing; enemy4.y = y - enemiesSoFar * spacing; Game1.global.ListOfEnemies.Add(enemy4); cooldown = 30; enemiesSoFar++; } else { EnemyBouncer enemy = new EnemyBouncer(); enemy.x = x + enemiesSoFar * spacing; enemy.y = y + enemiesSoFar * spacing; Game1.global.ListOfEnemyBouncers.Add(enemy); enemiesSoFar++; EnemyBouncer enemy2 = new EnemyBouncer(); enemy2.x = x - enemiesSoFar * spacing; enemy2.y = y + enemiesSoFar * spacing; Game1.global.ListOfEnemyBouncers.Add(enemy2); enemiesSoFar++; EnemyBouncer enemy3 = new EnemyBouncer(); enemy3.x = x + enemiesSoFar * spacing; enemy3.y = y - enemiesSoFar * spacing; Game1.global.ListOfEnemyBouncers.Add(enemy3); enemiesSoFar++; EnemyBouncer enemy4 = new EnemyBouncer(); enemy4.x = x - enemiesSoFar * spacing; enemy4.y = y - enemiesSoFar * spacing; Game1.global.ListOfEnemyBouncers.Add(enemy4); cooldown = 30; enemiesSoFar++; } } }