public Enemy() { this.MoveState = EnemyMoveState.Still; this.DirectionState = EnemyDirectionState.Idle; this.AbilityState = EnemyAbilityState.Cooldown; this.EnemyDMGState = EnemyDMGState.Vulnerable; }
protected override void LoadContent() { base.LoadContent(); this.spriteTexture = this.Game.Content.Load <Texture2D>("TealGhost"); this.Origin = new Vector2(this.spriteTexture.Width / 2, this.spriteTexture.Height / 2); this.Location = new Vector2(GraphicsDevice.Viewport.Width / 2 - this.spriteTexture.Width / 2, GraphicsDevice.Viewport.Height / 2); this.Speed = 100; this.MoveState = EnemyMoveState.Still; this.EnemyDirectionState = EnemyDirectionState.Idle; this.EnemyAbilityState = EnemyAbilityState.Cooldown; this.EnemyDMGState = EnemyDMGState.Vulnerable; this.EnemyState = EnemyState.Alive; this.EnemyHealth = 300f; this.Direction = new Vector2(1, 0); }