protected override void OnTrigger() { for (int i = 0; i < 2; i++) { Vector2 spawnPosition = SPM.GenerateValidCenter(radius); GravityHoleEntity.Spawn(Engine, ProcessManager, spawnPosition); } }
protected override void OnTrigger() { for (int i = 0; i < Count; i++) { Vector2 spawnPosition = SPM.GenerateValidCenter(radius); float angle = SPM.AngleFacingNearestPlayerShip(spawnPosition); ChasingEnemyEntity.Spawn(Engine, ProcessManager, spawnPosition, angle); } }
protected override void OnTrigger() { //Console.WriteLine("Triggered SpawnShootingTriangle"); Center = SPM.GenerateValidCenter(radius); ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X, Center.Y + 50), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X, Center.Y + 50))); ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X - 50, Center.Y - 50))); ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X + 50, Center.Y - 50))); }
protected override void OnTrigger() { //Console.WriteLine("Triggered SpawnChasingTrianlge"); Center = SPM.GenerateValidCenter(radius); LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X, Center.Y + 25), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X, Center.Y + 25))); LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 29, Center.Y - 25), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X - 29, Center.Y - 25))); LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 29, Center.Y - 25), SPM.AngleFacingNearestPlayerShip(new Vector2(Center.X + 29, Center.Y - 25))); }
protected override void OnTrigger() { // If Gravity hole is re-implemented, make it so that the two gravity holes are either // 1) randomly placed, or 2) Mirrored from each-other /*Center = SPM.GenerateValidCenter(radius); * GravityHoleEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y)); * GravityHoleEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y));*/ Center = SPM.GenerateValidCenter(radius); ChasingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y + 50), SPM.AngleFacingNearestPlayerShip(Center)); ChasingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(Center)); Center = SPM.GenerateValidCenter(radius); ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y + 50), SPM.AngleFacingNearestPlayerShip(Center)); ShootingEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(Center)); Center = SPM.GenerateValidCenter(radius); LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X + 50, Center.Y - 50), SPM.AngleFacingNearestPlayerShip(Center)); LaserEnemyEntity.Spawn(Engine, ProcessManager, new Vector2(Center.X - 50, Center.Y + 50), SPM.AngleFacingNearestPlayerShip(Center)); }