private static void Reset(GameWindow window, ContentManager content) { player.Reset(380, 400, 4f, 6f); enemies.Clear(); Random random = new Random(); Texture2D tmpSprite = content.Load <Texture2D>("LaxMineEnemy"); for (int i = 0; i < 5; i++) { int rndX = random.Next(0, window.ClientBounds.Width - tmpSprite.Width); int rndY = random.Next(0, window.ClientBounds.Height / 2); Mine temp = new Mine(tmpSprite, rndX, rndY); enemies.Add(temp); } tmpSprite = content.Load <Texture2D>("laxtripod"); for (int i = 0; i < 5; i++) { int rndX = random.Next(0, window.ClientBounds.Width - tmpSprite.Width); int rndY = random.Next(0, window.ClientBounds.Height / 2); Tripod temp = new Tripod(tmpSprite, rndX, rndY); enemies.Add(temp); } }
public static void Reset(GameWindow window, ContentManager content, GameTime gameTime) { //sätter allt till orginal värden när player dör player.Reset(50, 200, 4f, 4f); enemies.Clear(); bossD1.Clear(); bossD2.Clear(); wave = 1; lv = 1; player.points = 0; player.PW = 0; j = 0; int w = 0; timeSinceLastWave = 0; #region Enemy Wave Random random = new Random(); if (gameTime.TotalGameTime.TotalSeconds > timeSinceLastWave + 9) { if (wave < 4) { while (w < 1) { wave++; w++; } } if (wave > 4 && wave < 9) { while (w < 1) { wave++; w++; } } timeSinceLastWave = gameTime.TotalGameTime.TotalSeconds; } #region Level 1 if (lv == 1) { if (wave == 1) { while (j < 1) { Texture2D tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Defender"); for (int i = 0; i < 10; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Defender temp = new Defender(tmpSprite, rndX, rndY); enemies.Add(temp); } tmpSprite = content.Load <Texture2D>("images/enemies/TIE-fighter"); for (int i = 0; i < 10; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Fighter temp = new Fighter(tmpSprite, rndX, rndY); enemies.Add(temp); } j = 1; } } if (wave == 2) { while (j < 2) { Texture2D tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Defender"); for (int i = 0; i < 20; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Defender temp = new Defender(tmpSprite, rndX, rndY); enemies.Add(temp); } tmpSprite = content.Load <Texture2D>("images/enemies/TIE-fighter"); for (int i = 0; i < 20; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Fighter temp = new Fighter(tmpSprite, rndX, rndY); enemies.Add(temp); } j = 2; } } if (wave == 3) { while (j < 3) { Texture2D tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Defender"); for (int i = 0; i < 30; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Defender temp = new Defender(tmpSprite, rndX, rndY); enemies.Add(temp); } tmpSprite = content.Load <Texture2D>("images/enemies/TIE-fighter"); for (int i = 0; i < 30; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Fighter temp = new Fighter(tmpSprite, rndX, rndY); enemies.Add(temp); } j = 3; } } if (wave == 4) { while (j < 4) { Texture2D tmpSprite = content.Load <Texture2D>("images/enemies/Boss/The_Death_Star"); for (int i = 0; i < 1; i++) { int rndX = random.Next(650, window.ClientBounds.Width - tmpSprite.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Boss temp = new Boss(tmpSprite, rndX, rndY); bossD1.Add(temp); } j = 4; } } } #endregion #region Level 2 if (lv == 2) { if (wave == 6) { while (j < 5) { Texture2D tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Defender"); for (int i = 0; i < 10; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Defender temp = new Defender(tmpSprite, rndX, rndY); enemies.Add(temp); } tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Advanced"); for (int i = 0; i < 10; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Advanced temp = new Advanced(tmpSprite, rndX, rndY); enemies.Add(temp); } j = 5; } } if (wave == 7) { while (j < 6) { Texture2D tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Defender"); for (int i = 0; i < 20; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Defender temp = new Defender(tmpSprite, rndX, rndY); enemies.Add(temp); } tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Advanced"); for (int i = 0; i < 20; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Advanced temp = new Advanced(tmpSprite, rndX, rndY); enemies.Add(temp); } j = 6; } } if (wave == 8) { while (j < 7) { Texture2D tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Defender"); for (int i = 0; i < 30; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Defender temp = new Defender(tmpSprite, rndX, rndY); enemies.Add(temp); } tmpSprite = content.Load <Texture2D>("images/enemies/TIE-Advanced"); for (int i = 0; i < 30; i++) { int rndX = random.Next(600, window.ClientBounds.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Advanced temp = new Advanced(tmpSprite, rndX, rndY); enemies.Add(temp); } j = 7; } } if (wave == 9) { while (j < 8) { Texture2D tmpSprite = content.Load <Texture2D>("images/enemies/Boss/Death-Star-2"); for (int i = 0; i < 1; i++) { int rndX = random.Next(650, window.ClientBounds.Width - tmpSprite.Width); int rndY = random.Next(0, window.ClientBounds.Height - tmpSprite.Height); Boss temp = new Boss(tmpSprite, rndX, rndY); bossD2.Add(temp); } j = 8; } } } #endregion #endregion }
public static void Reset(GameWindow window, ContentManager content) { player.Reset(380, 400, 2.5f, 4.5f); //Reset player position enemies.Clear(); // Remove remaining enemies powerups.Clear(); // Remove remaining drops (coins, hearts, upgrades etc.) }