/// <summary> /// Factory method for spawning enemies. /// </summary> /// <param name="enemyType">The type of enemy to spawn</param> /// <param name="position">The location to spawn the enemy</param> /// <returns></returns> public Enemy CreateEnemy(EnemyType enemyType, Vector2 position) { Enemy enemy; uint id = NextID(); switch (enemyType) { case EnemyType.Dart: enemy = new Dart(id, content, position); break; case EnemyType.GreenGoblin: enemy = new GreenGoblin(id, content, position); break; case EnemyType.LaserDrone: enemy = new LaserDrone(id, content, position); break; case EnemyType.Cobalt: enemy = new Cobalt(id, content, position); break; case EnemyType.JetMinion: enemy = new JetMinion(id, content, position); break; case EnemyType.Seed: enemy = new Seed(id, content, position); break; case EnemyType.Bomber: enemy = new Bomber(id, content, position); break; case EnemyType.Arrow: enemy = new Arrow(id, content, position); break; case EnemyType.StdBaddy: enemy = new StdBaddy(id, content, position); break; case EnemyType.beamShip: enemy = new beamShip(id, content, position); break; case EnemyType.Kamikaze: enemy = new Kamikaze(id, content, position); break; case EnemyType.Panzer: enemy = new Panzer(id, content, position); break; case EnemyType.Panzer2: enemy = new Panzer2(id, content, position); break; case EnemyType.Lavabug: enemy = new Lavabug(id, content, position); break; case EnemyType.Lavabug2: enemy = new Lavabug2(id, content, position); break; case EnemyType.Mandible: enemy = new Mandible(id, content, position, lavaFlip); lavaFlip = !lavaFlip; break; case EnemyType.BladeSpinner: enemy = new BladeSpinner(id, content, position); break; case EnemyType.DeerTickDown: enemy = new DeerTick(id, content, position, DeerTickDirection.Straight); break; case EnemyType.DeerTickLeft: enemy = new DeerTick(id, content, position, DeerTickDirection.Left); break; case EnemyType.DeerTickRight: enemy = new DeerTick(id, content, position, DeerTickDirection.Right); break; case EnemyType.Turret: enemy = new Turret(id, content, position); break; case EnemyType.JTurret: enemy = new JTurret(id, content, position); break; case EnemyType.DrillLeft: enemy = new Drill(id, content, true); break; case EnemyType.DrillRight: enemy = new Drill(id, content, false); break; case EnemyType.SuicideBomber: enemy = new SuicideBomber(id, content, position); break; default: throw new NotImplementedException("The enemy type " + Enum.GetName(typeof(EnemyType), enemyType) + " is not supported"); } QueueGameObjectForCreation(enemy); return(enemy); }
/// <summary> /// Factory method for spawning enemies. /// </summary> /// <param name="enemyType">The type of enemy to spawn</param> /// <param name="position">The location to spawn the enemy</param> /// <returns></returns> public Enemy CreateEnemy(EnemyType enemyType, Vector2 position) { Enemy enemy; uint id = NextID(); switch (enemyType) { case EnemyType.Dart: enemy = new Dart(id, content, position); break; case EnemyType.GreenGoblin: enemy = new GreenGoblin(id, content, position); break; case EnemyType.LaserDrone: enemy = new LaserDrone(id, content, position); break; case EnemyType.Cobalt: enemy = new Cobalt(id, content, position); break; case EnemyType.JetMinion: enemy = new JetMinion(id, content, position); break; case EnemyType.Seed: enemy = new Seed(id, content, position); break; case EnemyType.Bomber: enemy = new Bomber(id, content, position); break; case EnemyType.Arrow: enemy = new Arrow(id, content, position); break; case EnemyType.TurretSingle: enemy = new TurretSingle(id, content, position); break; case EnemyType.TurretDouble: enemy = new TurretDouble(id, content, position); break; case EnemyType.TurretTower: enemy = new TurretTower(id, content, position); break; case EnemyType.StdBaddy: enemy = new StdBaddy(id, content, position); break; case EnemyType.BeamShip: enemy = new BeamShip(id, content, position); break; case EnemyType.Kamikaze: enemy = new Kamikaze(id, content, position); break; case EnemyType.Panzer: enemy = new Panzer(id, content, position); break; case EnemyType.Panzer2: enemy = new Panzer2(id, content, position); break; case EnemyType.Lavabug: enemy = new Lavabug(id, content, position); break; case EnemyType.Lavabug2: enemy = new Lavabug2(id, content, position); break; case EnemyType.Mandible: enemy = new Mandible(id, content, position, lavaFlip); lavaFlip = !lavaFlip; break; case EnemyType.BladeSpinner: enemy = new BladeSpinner(id, content, position); break; case EnemyType.DeerTickDown: enemy = new DeerTick(id, content, position, DeerTickDirection.Straight); break; case EnemyType.DeerTickLeft: enemy = new DeerTick(id, content, position, DeerTickDirection.Left); break; case EnemyType.DeerTickRight: enemy = new DeerTick(id, content, position, DeerTickDirection.Right); break; case EnemyType.Turret: enemy = new Turret(id, content, position); break; case EnemyType.JTurret: enemy = new JTurret(id, content, position); break; case EnemyType.DrillLeft: enemy = new Drill(id, content, true); break; case EnemyType.DrillRight: enemy = new Drill(id, content, false); break; case EnemyType.SuicideBomber: enemy = new SuicideBomber(id, content, position); break; case EnemyType.LavaFighter: enemy = new LavaFighter(id, content, position); break; case EnemyType.TwinJet: enemy = new TwinJet(id, content, position); break; case EnemyType.AlienTurret: enemy = new AlienTurret(id, content, position); break; case EnemyType.RightClaw: enemy = new RightClaw(id, content, position); break; case EnemyType.LeftClaw: enemy = new LeftClaw(id, content, position); break; case EnemyType.BrainBoss: enemy = new BrainBoss(id, content, position); break; case EnemyType.BrainBossPsyEmitter: enemy = new BrainBossPsiEmitter(id, content, position); break; case EnemyType.BrainBossProtection: enemy = new BrainBossProtection(id, content, position); break; default: throw new NotImplementedException("The enemy type " + Enum.GetName(typeof(EnemyType), enemyType) + " is not supported"); } enemy.ObjectType = ObjectType.Enemy; QueueGameObjectForCreation(enemy); return enemy; }
/// <summary> /// Factory method for spawning enemies. /// </summary> /// <param name="enemyType">The type of enemy to spawn</param> /// <param name="position">The location to spawn the enemy</param> /// <returns></returns> public Enemy CreateEnemy(EnemyType enemyType, Vector2 position) { Enemy enemy; uint id = NextID(); switch (enemyType) { case EnemyType.Dart: enemy = new Dart(id, content, position); break; case EnemyType.GreenGoblin: enemy = new GreenGoblin(id, content, position); break; case EnemyType.LaserDrone: enemy = new LaserDrone(id, content, position); break; case EnemyType.Cobalt: enemy = new Cobalt(id, content, position); break; case EnemyType.JetMinion: enemy = new JetMinion(id, content, position); break; case EnemyType.Seed: enemy = new Seed(id, content, position); break; case EnemyType.Bomber: enemy = new Bomber(id, content, position); break; case EnemyType.Arrow: enemy = new Arrow(id, content, position); break; case EnemyType.StdBaddy: enemy = new StdBaddy(id, content, position); break; case EnemyType.beamShip: enemy = new beamShip(id, content, position); break; case EnemyType.Kamikaze: enemy = new Kamikaze(id, content, position); break; case EnemyType.Panzer: enemy = new Panzer(id, content, position); break; case EnemyType.BladeSpinner: enemy = new BladeSpinner(id, content, position); break; case EnemyType.DeerTickDown: enemy = new DeerTick(id, content, position, DeerTickDirection.Straight); break; case EnemyType.DeerTickLeft: enemy = new DeerTick(id, content, position, DeerTickDirection.Left); break; case EnemyType.DeerTickRight: enemy = new DeerTick(id, content, position, DeerTickDirection.Right); break; case EnemyType.Turret: enemy = new Turret(id, content, position); break; case EnemyType.JTurret: enemy = new JTurret(id, content, position); break; case EnemyType.DrillLeft: enemy = new Drill(id, content, true); break; case EnemyType.DrillRight: enemy = new Drill(id, content, false); break; case EnemyType.SuicideBomber: enemy = new SuicideBomber(id, content, position); break; default: throw new NotImplementedException("The enemy type " + Enum.GetName(typeof(EnemyType), enemyType) + " is not supported"); } QueueGameObjectForCreation(enemy); return enemy; }