private void AddBackgroundEnemy() { // Create the animation object Animation enemyAnimation = new Animation(); // Initialize the animation with the correct animation information enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.Gray, (float)(random.NextDouble() * 0.5 + 0.4), true); enemyAnimation.Fade = true; // Randomly generate the position of the enemy Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); // Create an enemy BackgroundEnemy backgroundEnemy = new BackgroundEnemy(); // Initialize the enemy backgroundEnemy.Initialize(enemyAnimation, position); // Add the enemy to the active enemies list backgroundEnemies.Add(backgroundEnemy); }
private void AddBackgroundEnemy() { // Create the animation object Animation enemyAnimation = new Animation(); // Initialize the animation with the correct animation information enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.Gray, (float)(random.NextDouble()*0.5+0.4), true); enemyAnimation.Fade = true; // Randomly generate the position of the enemy Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); // Create an enemy BackgroundEnemy backgroundEnemy = new BackgroundEnemy(); // Initialize the enemy backgroundEnemy.Initialize(enemyAnimation, position); // Add the enemy to the active enemies list backgroundEnemies.Add(backgroundEnemy); }