示例#1
0
        private void UpdateEnemySpawns(double gameTime)
        {
            // If no upcoming enemies then there's nothing to spawn.
            if (_upComingEnemies.Count == 0)
            {
                return;
            }

            EnemyDef lastElement = _upComingEnemies[_upComingEnemies.Count - 1];

            if (gameTime < lastElement.LaunchTime)
            {
                _upComingEnemies.RemoveAt(_upComingEnemies.Count - 1);
                _enemies.Add(CreateEnemyFromDef(lastElement));
            }
        }
        private Enemy CreateEnemyFromDef(EnemyDef definition)
        {
            Enemy enemy = new Enemy(_textureManager, _effectsManager);
            //enemy.SetPosition(definition.StartPosition); <- this line can be removed
            if (definition.EnemyType == "cannon_fodder")
            {
                List<Vector> _pathPoints = new List<Vector>();
                _pathPoints.Add(new Vector(1400, 0, 0));
                _pathPoints.Add(new Vector(0, 250, 0));
                _pathPoints.Add(new Vector(-1400, 0, 0));


                enemy.Path = new Path(_pathPoints, 10);
            }
            else
            {
                System.Diagnostics.Debug.Assert(false, "Unknown enemy type.");
            }

            return enemy;
        }
示例#3
0
        private Enemy CreateEnemyFromDef(EnemyDef definition)
        {
            Enemy enemy = new Enemy(_textureManager, _effectsManager);

            //enemy.SetPosition(definition.StartPosition); <- this line can be removed
            if (definition.EnemyType == "cannon_fodder")
            {
                List <Vector> _pathPoints = new List <Vector>();
                _pathPoints.Add(new Vector(1400, 0, 0));
                _pathPoints.Add(new Vector(0, 250, 0));
                _pathPoints.Add(new Vector(-1400, 0, 0));


                enemy.Path = new Path(_pathPoints, 10);
            }
            else
            {
                System.Diagnostics.Debug.Assert(false, "Unknown enemy type.");
            }

            return(enemy);
        }