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; } }
void SpawnItem(LevelItem_6 item) { GameNode node = null; if (item.Type == ItemType_6.Bug1) node = new Bug1(Config.Bug1SpriteSheet); else if (item.Type == ItemType_6.Bug2) node = new Bug2(Config.Bug2SpriteSheet); else if (item.Type == ItemType_6.Bug3) node = new Bug3(Config.Bug3SpriteSheet); else if (item.Type == ItemType_6.Bug4) node = new Bug4(Config.Bug4SpriteSheet); else if (item.Type == ItemType_6.BugDagger1) node = new BugDagger1(Config.BugDagger1SpriteSheet); else if (item.Type == ItemType_6.BugDagger2) node = new BugDagger2(Config.BugDagger2SpriteSheet); else if (item.Type == ItemType_6.BugDagger3) node = new BugDagger3(Config.BugDagger3SpriteSheet); else if (item.Type == ItemType_6.PowerupHealth) node = new PowerupHealth(Config.PowerupSlowAllSpriteSheet); else if (item.Type == ItemType_6.PowerupMissiles) node = new PowerupMissiles(Config.PowerupMissileSpriteSheet); else if (item.Type == ItemType_6.PowerupWeaponAutoBurst) node = new PowerupWeaponAutoBurst(Config.PowerupSlowAllSpriteSheet); 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; } }
protected override void Explode() { if (Config.Level == LevelSelect.Five) { int rand = Config.Rand.Next(1000); if (rand >= Config.timeDropChance) { PowerupSlowAll slowAll = new PowerupSlowAll(Config.PowerupSlowAllSpriteSheet); slowAll.Position = this.Position; } } int random = Config.Rand.Next(1000); //if (random == 1) //{ // PowerupHealth health = new PowerupHealth(Config.PowerupHealthSpriteSheet); // health.Position = this.Position; //} if (random <= Config.shieldDropChance) { PowerupShields shields = new PowerupShields(Config.PowerupShieldsSpriteSheet); shields.Position = this.Position; } else if (random <= Config.projectileDropChance) { PowerupAddBullet addProjectile = new PowerupAddBullet(Config.PowerupAddProjectileSpriteSheet); addProjectile.Position = this.Position; } else if (random <= Config.missileDropChance) { PowerupMissiles Missiles = new PowerupMissiles(Config.PowerupMissileSpriteSheet); Missiles.Position = this.Position; } else if (random <= Config.firerateDropChance) { PowerupShotSpeed shotSpeed = new PowerupShotSpeed(Config.PowerupProjectileSpeedSpriteSheet); shotSpeed.Position = this.Position; } else if (random <= Config.laserDropChance) { PowerupLaserDefence laserDefence = new PowerupLaserDefence(Config.PowerupLaserDefenceSpriteSheet); laserDefence.Position = this.Position; } //else if (random >= 19 && random <= 28) //else if (random >= 29 && random <= 33) //if (random >= 29) //{ // //if (Config.Level == LevelSelect.Six) // //{ // PowerupMissiles Missiles = new PowerupMissiles(Config.PowerupMissileSpriteSheet); // Missiles.Position = this.Position; // //} //} //else if (random > 20) //{ // PowerupAddBulletEnemy enemyPowerup = new PowerupAddBulletEnemy(Config.PowerupAddProjectileSpriteSheet); // enemyPowerup.Position = this.Position; //} //else if (random == 6) //{ // PowerupDamageAll Lightning = new PowerupDamageAll(Config.PowerupLightningSpriteSheet); // Lightning.Position = this.Position; //} //else if (random == 3) //{ // PowerupDoubleShot doubleShot = new PowerupDoubleShot(Config.MissilePowerupSheet); // doubleShot.Position = this.Position; //} //else if (random == 4) //{ // PowerupTripleShot tripleShot = new PowerupTripleShot(Config.MissilePowerupSheet); // tripleShot.Position = this.Position; //} //else if (random == 5) //{ // PowerupMissiles Missiles = new PowerupMissiles(Config.MissilePowerupSheet); // Missiles.Position = this.Position; //} base.Explode(); }