void spawnDashers(bool sideSpawn) { if (sideSpawn == true) { for (int i = 0; i < 5; i++) { GameNode node = null; node = new EnemyDasher(Config.EnemyDasherSpriteSheet); node.Position = new Vector2(50, 83 + (166 * i)); node.Speed = Config.EnemyDasherSpeed; node.Direction = new Vector2(1, 0); } for (int i = 0; i < 5; i++) { GameNode node = null; node = new EnemyDasher(Config.EnemyDasherSpriteSheet); node.Position = new Vector2(1550, 166 + ((166 * i))); node.Speed = Config.EnemyDasherSpeed; node.Direction = new Vector2(-1, 0); } } else { for (int i = 0; i < 8; i++) { GameNode node = null; node = new EnemyDasher(Config.EnemyDasherSpriteSheet); node.Position = new Vector2(0 + (i * 200), 50); node.Speed = Config.EnemyDasherSpeed; node.Direction = new Vector2(0, 1); } for (int i = 0; i < 8; i++) { GameNode node = null; node = new EnemyDasher(Config.EnemyDasherSpriteSheet); node.Position = new Vector2(100 + (i * 200), 910); node.Speed = Config.EnemyDasherSpeed; node.Direction = new Vector2(0, -1); } } }
void SpawnItem(LevelItem_1 item) { GameNode node = null; if (item.Type == ItemType_1.EnemyInterceptor) node = new EnemyInterceptor(Config.EnemyInterceptorSpriteSheet); else if (item.Type == ItemType_1.EnemyAvoider) node = new EnemyAvoider(Config.EnemyAvoiderSpriteSheet); else if (item.Type == ItemType_1.EnemyChaser) node = new EnemyChaser(Config.EnemyChaserSpriteSheet); else if (item.Type == ItemType_1.EnemyDasher) node = new EnemyDasher(Config.EnemyDasherSpriteSheet); else if (item.Type == ItemType_1.EnemyShooter) node = new EnemyShooter(Config.EnemyShooterSpriteSheet); else if (item.Type == ItemType_1.PowerupHealth) node = new PowerupHealth(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.PowerupMissiles) node = new PowerupMissiles(Config.PowerupMissileSpriteSheet); else if (item.Type == ItemType_1.PowerupWeaponAutoBurst) node = new PowerupWeaponAutoBurst(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.boss1) node = new boss1(Config.BossSpriteSheet); else if (item.Type == ItemType_1.PowerupDamageAll) node = new PowerupDamageAll(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.PowerupFreeze) node = new PowerupFreeze(Config.PowerupMissileSpriteSheet); else if (item.Type == ItemType_1.PowerupDoubleShot) node = new PowerupDoubleShot(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.PowerupTripleShot) node = new PowerupTripleShot(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_1.PowerupAddBullet) node = new PowerupAddBullet(Config.PowerupAddProjectileSpriteSheet); else if (item.Type == ItemType_1.PowerupShotSpeed) node = new PowerupShotSpeed(Config.PowerupProjectileSpeedSpriteSheet); else if (item.Type == ItemType_1.Coin) node = new Coin(Config.CoinSpriteSheet); if (node != null) { //TODO: suppy levelItem Y position from item //node.Position = new Vector2(item.PositionX, -node.Sprite.Origin.Y); node.Position = new Vector2(item.PositionX, item.PositionY); node.Speed = item.Speed; node.Direction = item.Direction; } }